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Pathfinder LITE
Based on the Microlite20 core rules
by Morgan Mains
Copyright 2012, 2015 Morgan Mains
Pathfinder Lite Website: https://sites.google.com/site/microlited20/pathfinderlite
Microlite20 Web Sites: http://microlite20.net/ http://microlite20.org/
Color artwork in this book Paizo Inc. used under Paizo's Community Use Policy
NOTICE: This book uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's
Community Use Policy. We are expressly prohibited from charging you to use or access this content. This
book is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's
Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and
Paizo products, please visit paizo.com.
Table of Contents
Introduction.............................................................................................................................................................................. 1
What is a Role Playing Game (RPG): ............................................................................................................................... 1
Its Not Just About Winning & Losing ................................................................................................................................. 2
They Are More Like Guidelines Than Rules ....................................................................................................................... 2
What A Player Knows & What A Character Knows ............................................................................................................ 2
The Key to a Player Character is Their Character ............................................................................................................. 3
Rule Sets & Mechanics....................................................................................................................................................... 3
Lets Define Some Key Terms ............................................................................................................................................ 3
Encounter Examples........................................................................................................................................................... 7
Role Playing Encounter .................................................................................................................................................. 7
Non-Combat Encounter .................................................................................................................................................. 8
Combat Encounter .......................................................................................................................................................... 9
Players Compendium ............................................................................................................................................................ 11
Ability Scores .................................................................................................................................................................... 11
Skills & Actions ................................................................................................................................................................. 11
Standard Actions & Skill Checks .................................................................................................................................. 11
Actions .......................................................................................................................................................................... 11
Saves ............................................................................................................................................................................ 12
Magic ................................................................................................................................................................................ 12
Casting:......................................................................................................................................................................... 12
Spell Descriptions: ........................................................................................................................................................ 12
Combat ............................................................................................................................................................................. 13
Races ................................................................................................................................................................................ 14
Classes ............................................................................................................................................................................. 15
Class Descriptions ................................................................................................................................................................ 17
Barbarian .......................................................................................................................................................................... 17
Bard .................................................................................................................................................................................. 17
Bard Spells ................................................................................................................................................................... 19
Cleric ................................................................................................................................................................................. 22
Cleric Spells .................................................................................................................................................................. 23
Druid ................................................................................................................................................................................. 31
Druid Spells .................................................................................................................................................................. 32
Fighter ............................................................................................................................................................................... 40
Monk ................................................................................................................................................................................. 41
Paladin .............................................................................................................................................................................. 43
Paladin Spells ............................................................................................................................................................... 43
Ranger .............................................................................................................................................................................. 46
Ranger Spells ............................................................................................................................................................... 47
Rogue ............................................................................................................................................................................... 49
Sorcerer ............................................................................................................................................................................ 50
Sorcerer Spells ............................................................................................................................................................. 50
Wizard ............................................................................................................................................................................... 64
Wizard Spells ................................................................................................................................................................ 64
Dungeon Masters Codex...................................................................................................................................................... 78
Standard DCs & Hazards ................................................................................................................................................. 78
Equipment ......................................................................................................................................................................... 82
Rules of Thumb ................................................................................................................................................................ 84
Adversarial Folio ................................................................................................................................................................... 88
Opponent Attributes .......................................................................................................................................................... 88
Create Your Own Opponent ............................................................................................................................................. 88
Other Resources ............................................................................................................................................................... 88
Common Opponents......................................................................................................................................................... 89
Animal: .......................................................................................................................................................................... 89
Dire Animal: .................................................................................................................................................................. 89
Vermin: ......................................................................................................................................................................... 89
Monsters: ...................................................................................................................................................................... 90
Humanoids:................................................................................................................................................................... 91
INTRODUCTION
This is a trimmed-down, subminiature version of the Primary Fantasy SRD rules (see license for more info)
that has been designed to be quick and easy to play. The goal was to create a simpler game, but one
where all of the resources of Primary Fantasy SRD (monsters, spells, adventures and equipment) could be
used without conversion.
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to do is describe the reactions. Now if there is a threat like a time limit or an opponent then you should to
start rolling dice; or if an action is opposed by another character then you should roll to see who wins. For
example a player says their character tries to tell a lie (bluff) and convince someone it's the truth; that
action is opposed by the other character as they are trying to sense the motive (sense motive) of the
character telling them the lie. This is another situation where the rules and dice are used to determine
who fails and who succeeds.
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Round: A full rotation of Turns; once everyone has taken a Turn in order of initiative the Round is
complete. Not everything has to work in rounds however; these are just useful when players are trying to
figure out who goes first and in what order things happen. Most of the game can progress outside of
rounds and just flow freely. If a situation starts getting confusing because players are declaring actions in
quick succession and the GM can't adjudicate what happens in correct order or describe reactions fast
enough then the need to work in rounds is necessary to resolve the encounter. You can go in order of who
said something first (logical order) or in order of Initiative (initiative order). Most times initiative order is
necessary for combat encounters because this factors in the reaction time of a character and not the
player. A lot of role playing encounters can simply go in logical order and be more forgiving on what order
players go in. When going in logical order its important for the GM to make sure players get somewhat
equal turns as the more extroverted players will spend more time narrating and declaring actions while
more introverted players will sit back and listen.
Initiative Order: A great system of determining who goes in what order. All players rolls one 20 sided
die plus their characters Dexterity Stat modifier (Roll 1d20 + DEX). Highest number goes first and you go
in order from highest to lowest. Anyone who rolls the same number will roll again and whoever wins that
roll goes before the other person but at that same slot in the Imitative Order. It is best to write down the
initiative order for that encounter so everyone can quickly reference who goes when. Usually a new
initiative order is needed for a new encounter but sometimes you can keep the order for several
encounters.
Actions: Players declare actions and typically get one per turn. There are many different types of actions
but the two we will mostly deal with are Standard Actions and Free Actions. Standard Actions take an
entire turn to complete thus your character only gets one Standard Action per turn; examples would be
searching a small area, disarming a trap, attacking an enemy, running a short distance, or reloading a
ranged weapon. Free Actions are almost instantaneous and your character can do several of them per
turn in addition to a Standard Action; things like shouting to a friend, giving a hand signal, or drawing a
weapon that is easily accessible. Other actions your character may use are Full Round Actions which are
started on your turn but do not actually complete until the entire round is over and actions that require
concentration or focus but can be maintained over several rounds. Examples would be more powerful
spells sometimes require a full round before they are actually executed and their effects take place or
other spells that require your characters concentration in order for their effects to be maintained over
several rounds.
The GM has described a combat encounter that is unfolding and asks everyone to roll for Initiative.
All of the players roll 1d20+DEX and the GM rolls for all of the NPCs then someone writes down the
imitative order from highest to lowest. One player says their character shouts Stand fast, they
are attacking! draws her mace, and attacks the closest opponent. Another player declares their
character casts a powerful spell but the GM interjects and says that the effects of that spell will
take place at the end of the round. The last player says his character pulls his long sword and
charges from the back of the room to a nearby opponent.
If necessary; players may need to roll dice to 'check' and find out if their character succeeds or fails. The
GM describes what happens if the action succeeds or fails and then what reactions take place based on the
results. The Actions listed in the Md20: Players Compendium are merely suggestions to help you quickly
decide what Skill and Stat modifiers to apply to a check for a given Action but that doesn't mean you
have to use the listed formulas every time. A good example is the action Escape Artist; there is a
difference between escaping by trying to break a chain or escaping by trying to undo a knotted rope so
you may decide to use different Skill and Stat modifiers to calculate a result. As stated above; rule of
thumb is most actions automatically succeed unless there is a threat or opposition. In the case of
escaping from being tied up the character is being opposed by the rope.
Since a check may be needed to determine if an action is a success or failure players should word their
actions carefully so they are declaring that their character is attempting an action and not assuming its
success. For example a player should say my character slashes at the hobgoblin with her longsword
instead of saying my character stabs the hobgoblin because the latter assumes that the action was a
success when in fact a check is needed to determine if the character actually hits the target they are
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attacking.
A player declares that their character is going to attempt to climb a fieldstone wall. The GM asks
the player to roll a climb check by rolling one 20 sided die (1d20) and adding the Physical Skill
modifier and Strength Stat modifier. The player rolls one 20 sided die (1d20), adds her characters
Physical Skill modifier (Phys), and adds her characters Strength Stat modifier (STR) for a total of
16 (1d20+Phys+STR=16). Now the GM compares the result of 16 to a Difficulty Class (DC) he has
for climbing this wall which is 15 and determines its a successful check so he describes how the
character climbs the wall and what they can see when they look over the top.
Check: This is when a player rolls their dice, adds their bonuses, subtracts any penalties, and the GM
checks the result against a target number to decide if its a success or fail. Usually the target number is
called a Difficulty Class (DC). You'll hear a lot "roll a listen check"; that means a player will roll 1d20 +
bonuses - penalties and the GM checks if the result passes or fails. The players are checking to see if they
succeed or fail in the actions they declared. The GM ultimately decides if a check succeeds or fails and
then describes the reactions based on the results.
Modifiers: These are positive and negative numbers applied to checks. They are easily identified with a
+ or a proceeding the number. A Bonus is a positive (+) modifier and a Penalty is a negative (-)
modifier. A lot of times people use the word Bonus interchangeably with Modifier but technically a Bonus
is just a type of Modifier. An example would be when calculating a characters Ability Scores and their
modifiers; depending on what results you roll for their Ability Scores a character can possibly end up with
a STR Bonus, a DEX Bonus, but a MIND Penalty! This is not a bad thing; but rather a clue as to how to
role play this character. They are strong, nimble, but not so intelligent or wise. This character will shine
when Strength is necessary to triumph but will rely on the help of friends when Intelligence or Wisdom is
needed. This is very much a game of cooperation.
Difficulty Class (DC): This is a target number used to identify how difficult it is to succeed; the result of
a roll must equal or exceeded a DC in order to achieve success. So if the DC for making a long jump is 20
then a player must roll 1d20 + bonuses penalties and if the total is 20 or above then the GM describes
how they successfully make the jump! If the total is less than 20 then the GM describes how the character
failed the jump.
How does a GM determine a DC for something? Make it up! Seriously though; lets start with a rule of
thumb: 0-5 DC is Very Easy, 5-10 DC is Easy, 10-15 DC is Average, 15-20 DC is Above Average, 20-25
DC is Hard, 25-30 DC is Very Hard, 30-35 DC is Heroic, 35-40 DC is Very Heroic, and 40+ is ... well..
Demigod? You get the idea. The problem with this scale is the relativity to character levels; higher level
characters have much better bonuses and thus even a DC of 15 will eventually become trivial.
Another way to gauge the difficulty of a DC is by looking at a characters bonuses and level; so if a
character is level 5 and has +8 bonus to Physical Skill and +4 bonus to Strength (STR) then you know
that a DC of 0-12 for something that requires a check using Physical + STR is pointless; they will achieve
it without even rolling because their bonuses equal 12 which means the 15-20 DC isn't really 'above
average' for them and would be relatively 'very easy'. By looking at a characters bonuses you can make
up a DC on the fly pretty easy. Thankfully you'll find a lot of published adventures list DCs of things for
you already and are balanced against suggested character levels for that adventure.
Encounter: This is a pretty loose definition of an event that is comprised of several objectives. A good
example is a combat encounter; a fight between the players characters and a dragon could be one
encounter where the objective is to win. A more complicated encounter may have precluded this; finding
the dragon's lair in the forest and they had to achieve three objectives in order to find it; 1) navigating the
forest, 2) finding the lake, and 3) locating the secret entrance. All kinds of actions and checks would be
involved in this encounter. Survival checks to successfully navigate the forest, Search, Gather
Information, or Survival checks to find the lake, and Search or maybe even Swim checks to find and swim
out to the a small island where more Search checks were needed to find the secret entrance. Even
getting through the entrance could be an objective requiring Disable Device checks in order to figure out
the mechanism to open the entrance!
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Adventure: This is a short story that the players get to partake in. It's a compilation of several encounters
and typically has a clear beginning with a clear ending. These are products available for free or purchase.
Look for OGL compatible products offered at your local game shop, for sale at Paizo.com, or available
freely from Wizards of the Coast website and other great websites. You can even find some available at
MicroLITE20.net. Pazio and WotC have outstanding adventures which are often called modules,
scenarios, or adventure paths. Once your GM has a good understanding of the rules; all of the players
may wish to come up with their own adventures or maybe to just have an open-ended campaign in a
fictional world which nobody knows where they may end up and they go wherever their imaginations take
them!
Campaign: This is an ongoing or large story, which players partake in over many game sessions. It's a
compilation of many adventures. Lets go back to the movie analogy; take a trilogy like Lord of the Rings
(LotR) or the Star Wars anthology where you have an overarching story that takes all of the movies to
resolve but you also have many smaller plots and many adventures going on during each movie. So LotR
would be the Campaign whereas Fellowship of the Ring, The Two Towers, and Return of the King are the
Adventures and the adventures are all comprised of successive Encounters which are interlaced with many
objectives. Even in these great stories; not all of the objectives were achieved, there was much failure,
and many lives were lost. But in the end they still worked out to be a great stories.
Acronyms: Common acronyms or short hand that every player should know.
GM
DM
PC
NPC
DC
AC
STR
DEX
MND
Phys
Comm
Sub
Know
Ref
Fort
Will
DMG
CL
LVL
Game Master
Dungeon Master (another name for GM)
Player Character
Non-Player Character
Difficulty Class
Armor Class
Strength (Usually refers to STR modifier)
Dexterity (Usually refers to DEX modifier)
Mind (Usually refers to MND modifier)
Physical Skill
Communication Skill
Subterfuge Skill
Knowledge Skill
Reflex Save
Fortitude Save
Will Save
Damage
Caster Level
Level
20 Sided Die
2 Sided Die (usually a coin or token)
3 Sided Die (usually a d6 with the numbers 1,2,3 repeated twice)
4 Sided Die
6 Sided Die
8 Sided Die
10 Sided Die
12 Sided Die
100 Sided Die
Percentile Dice (usually one die has 00-90 and another has 0-9)
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Encounter Examples
These specific examples using Md20 mechanics should help fill in some gaps. The
stage will be set with 4 players; 3 with Player Characters and one GM. Simon will
be the GM, Linda will play the character Helen, Larrys character is named Sly, and
Tristan has a character named Kronk. They are about to embark on an adventure
in a small city
Player
Simon
Linda
Larry
Tristan
Character
GM
Helen
Sly
Kronk
Our GM, Simon, has described a bulletin board filled with notes, letters, and posters of all kinds but one in
particular was larger, more colorful, and offered a hefty reward. Larry announces that Sly reads the
poster and motions for his friends to take a look at it with him. Simon says that the poster explains the
local magistrate is in need of help with investigating some missing sewer repairmen. Intrigued now;
everyone agrees to make their way to the cities civic district and they now find themselves in the
magistrates office. The GM explains that the magistrate doesnt even look up from some documents hes
reading over and gruffly announces and what cant I do for you today? Do be quick; Im a busy man
Linda rolls her eyes and declares that Helen scoffs at the magistrate. Tristan believes Kronk is insulted
and says that Kronk will try to intimidate the magistrate and says Kronk barks back at the man Now see
here you overpaid pompous leech! Larry tries to diffuse the situation with a bit of sarcasm and explains
that Sly addresses the magistrate calmly and says Well we did come to help investigate the missing
workers; but if youre too busy and turns to walk away.
Simon the GM asks Tristan to roll 1d20 plus Physical skill plus Mind stat modifier for an Intimidation check
which results in a 19 (1d20+Phys+MND=19). The GM compares this to a DC of 15; success. So Simon
explains that the magistrate drops the papers onto the desk and trips over himself to apologize Ah, uh
yes, of course, our little problem in the sewers! Quite sorry, I was.. um.. in the middle of something and
did not realize I was being so rude.
Tristan interjects to declare that Kronk folds his arms and responds Thats more like it Followed by
Linda announcing that Helen asks What is it you need us for?
The GM says that the magistrate explains the situation You see weve had complaints about a backed up
sewer section in the south ward of the city. We sent out three workers to assess the problem in the
sewers and make any necessary repairs. Only one of them came back, filed a report, and quit on the
spot. She swore in her report that they had been attacked by enormous rats. She insisted that one of
these rats walked on two legs, wore ragged clothes, and wielded crude weapons. We believe this is
evidence of a giant rat infestation and we need a well-armed group to . Ummm take care of them. An
outbreak of rat-lycanthropy in the south ward would be a disaster for my political career. What say you to
the job?
Larry is first to respond and states that Sly asks Whats in it for us? How much does this job pay? Linda
follows to announce that Helen asks And what if we are bitten and infected with this form of lycanthropy;
will you pay for the services at a local temple to heal us?
Simon says that the magistrate replies Ah, payment Ill pay 50 gold pieces for each giant rat tail you
provide as evidence. With regards to your personal safety and any associated risk I would consider that a
hazard of taking this job.
Linda says that she wishes to use Diplomacy and that Helen responds Well if we are to take on such risk
ourselves well need to be paid better so that we can cover associated costs. Linda then rolls
1d20+Communication skill+Mind modifier for a result of 16 (1d20+Comm+MND=16) and Simon checks
that against two DCs he has; a DC 15 to pay 65 GP per tail and a DC 20 to pay 80 GP per tail.
The GM says that the magistrate rubs his chin to think a few moments and says A valid point to be sure;
I can go as high as 65 gold pieces per tail. Do we have a deal?
Tristan then says he wishes to try further Diplomacy and that Kronk explains In that case wed have to
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bring in a lot of tails just to cover the cost of curing one disease; well need more like 85 gold per tail.
Now Tristan rolls 1d20+Comm+MND=8. Simon shakes his head as he compares the result to his DCs.
Simon says the magistrate shrugs his shoulders Well then youll have to do just that; Im sorry I cant go
any higher. The group of players talks amongst themselves and decides its a fair deal. Larry says that
Sly announces to the magistrate that they will take his offer and report back soon with what they find.
Simon explains that the magistrate thanks them and draws a simple map of how to get to the south ward
and marks where the sewer entrance is. This encounter is over and the adventure is afoot!
Non-Combat Encounter
Simon, the GM, describes the partys tour through the city as they head for the south ward. He asks the
players if their characters wish to do anything such as buy supplies or other things before they head
toward the sewers. Everyone agrees they are well stocked and ready for some action! Simon explains
the party continues walking and have arrived in what they believe is the south ward; the sun is setting as
it took most of the day to get this far. Its a rundown part of town so Simon describes how its fraught
with dilapidated buildings, debris strewn about, and most of the people walking the streets look at them
with unease or sizing them up. He then explains down at the bottom of a small hill one of the streets has
standing water in it; he pauses and asks what the players wish to do.
Larry and Linda agree that their characters will head down to the flooded street and start searching
around for a sewer entrance. Tristan says that Kronk is going to stick close to Sly and Helen but will be
focusing on spotting for any trouble. Simon explains that they all march down the hill and asks if they are
going to wade into the knee deep water or walk around its edge; everyone agrees to wade into it. He
continues and says its very cold, murky, water so its hard to see anything but it never gets more than
knee deep.
Simon asks Larry and Linda to roll Search checks and for Tristan to roll a Spot check. Larry rolls
1d20+Phys+DEX=18 for Search, Linda rolls 1d20+Phys+DEX=7 for Search, and Tristan rolls
1d20+Phys+MND=12 for Spot. The GM checks the Search DC of 15 to find the sewer entrance and
describes that Lindas character, Helen, is having a tough time seeing through the water or feeling around
with her feet. However Larrys 18 is a success so Simon explains that Sly notices Helen isnt having much
luck so he takes a different approach to look and listen where the water is coming from which pays off and
he sees the water slowly moving out from a dark alley to the south. Now for Tristans Spot check; there is
actually nothing dangerous here to spot but the players do not know that so Simon says that Kronk has
not spotted any trouble yet to which Tristan responds that Kronk will continue to stick with the group and
keep an eye out.
Larry says that Sly points down the ally and tells his friends Hey, the water is flowing out from this ally.
Lets go check it out! Linda and Tristan agree and declare their characters follow Sly. The GM describes
how the characters wade through the water making sloshing noises the whole way and head some
hundred feet down a dark, smelly, narrow ally. Tristan declares that Kronk draws his scimitar and is
listening as well as looking for any trouble; he rolls 1d20+Sub+MND=15 for Listen and
1d20+Phys+MND=12 for Spot. Simon checks these against DCs for spotting a hidden were-rat that
nobody is aware of; Listen DC 13 and Spot DC 18, so he describes that Kronk hears other splashes that
arent his friends and he sees off in the dark what look like large normal rats searching for food (so he has
explained how the Listen check was successful but the Spot check failed which is tricky).
The group talks amongst themselves and decides to stick together and go investigate the sounds and rats.
Simon describes how they wade over toward the sounds and pass over a sewer drain grate that is
bubbling up water from below; obviously the source of the water pouring down the ally and into the
street. As they wade further down the dark alley way a brick outcropping coming out of the stonework
street of the ally comes into view and the several rats scamper off into an open service door. Looking at
the double doors Simon describes a stamped metal sign that reads Sewer South Ward Area D; the
door with the sign is still shut but the other door is half open. Suddenly the GM says everyone sees a
small arm covered in wiry brown fur reaches out from behind the closed door, grabs the open door, and
slams it shut. Simon then asks everyone to roll a listen check! Larry, Tristan, and Linda all roll
1d20+Subt+MND for 18, 11, and 7 respectively. After looking at a Listen DC of 12 for the wererat the GM
explains that Sly hears the muted sound of wet feet running down stone stairs.
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What will happen next? Who knows! It all depends on the decisions of the players. They may follow right
away into the sewers and try to catch the wererat. Perhaps they decide to hide and wait outside the door
for one to come out. They could also take their time and try to track down the wererats instead of rushing
in.
Combat Encounter
Larry quickly responds by declaring that Sly shouts I hear him running down into the sewer; lets get
him! Tristan says that Kronk isnt going to wait to talk this over and declares that Kronk tries to kick
open the door. Linda looks at her spell list and declares that Helen casts Light on to her mace and then
draws it from her belt; then Linda subtracts 1 Hit Point (HP) from Helens character sheet for the cost of
casting the spell. The GM asks Tristan to roll 1d20+Phys+STR to see if he is able to kick in the door;
while hes rolling that Simon explains that when Helen casts her spell and grabs her mace it begins to
glow with intensity similar to a torch. Tristan then says his result is 22 which Simon checks against a DC
of 20 to break open the door. The GM describes how Kronk takes two strong steps forward and in one
fluid motion lifts a leg, kicks into the doors, which burst open with a cacophony of noise. Simon then
explains Kronk is greeted with the surprise of a shadowy creature at the bottom of the slimy stone stairs
who fires off a crossbow at him!
The GM declares this is a surprise round so the wererat gets to attack first and then everyone will roll for
initiative. He then rolls 1d20 plus the wererats Missile Attack modifier for a result of 12 (1d20+Missile
ATK=12) and compares that to Kronks AC on his character sheet which is 16; its a miss so Simon
describes that the crossbow bolt whistles by Kronks head narrowly missing him! The GM then asks
everyone to roll for initiative and everyone rolls 1d20+DEX; Linda gets a 5, Tristan rolls a12, Larry gets a
7, and Simon rolls a 17 for the wererat archer. Larry writes down the Imitative Order as wererat archer,
Kronk, Sly, and Helen in order to keep track of what order turns are taken.
Since the wererat had the highest number he goes first and Simon declares that the wererat breaks left
and scuttles off down into the sewer. Tristan says that Kronk shouts Get him! and sprints down the
stairs to chase down the wererat. Both Larry and Helen declare their characters run down the stairs but
stop at the bottom and only turn in the direction the wererat went. The GM explains that clamors down
the stairs Kronk, rounds the corner at the bottom of the steps, and is greeted by three giant rats visible
just on the edge of Helens torch light while Sly and Helen stampede down the stairs, turn and see the
same. Simon describes the giant rats as he rolls initiative for each of them; they all are huge rats the size
of an average dog. He continues to explain how they gnash their teeth, give off loud squeeks, as their fur
bristles up while they turn to face off against the party. The GM explains one has black fur, another is a
chestnut brown, and the third is dark grey. Their imitative numbers are: wererat archer was already a 17,
the black rat rolled a 4, chestnut got a 10, and the grey rat rolled a 1. The new initiative order is
wererat archer, Kronk, brown rat, Sly, Helen, black rat, and grey rat. .
Simon describes a scratchy, squeaky voice, screams from the black shadows of the sewer Intruders!
Dont let them pass! The GM makes a mental note that the wererat is spending its turn reloading a
crossbow.
Tristan declares that Kronk runs up to the brown rat and swings his scimitar at it; he rolls 1d20+Melee
ATK=17. The GM checks this against the brown rats AC of 13, tells Tristan its a hit, and asks him to roll
for damage. Tristan rolls 1d6 plus his STR modifier for 7 (1d6+STR=7) and Simon explains how Kronk
slices through the large rats hide and begins to bleed down its side.
The brown rat is retaliates and the GM declares that it attacks Kronk and rolls 1d20+Melee ATK=21.
Checking Kronks AC of 16 its a hit so Simon rolls 1d6+STR=6. While Tristan is subtracting 6 HP from
Kronks character sheet the GM describes how the brown rat side steps the black rat, finds a weak spot in
Kronks armor, and bites him.
Now its Slys turn and Larry says Sly draws a hand axe and throws it at the black rat. Larry rolls
1d20+Missile ATK=11 so Simon checks that against the black rats AC of 15 which is a miss. The GM
explains that Sly throws the small axe but the black rat dodges it just in time and it flies off into the dark
landing with a splash.
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Linda declares that Helen charges up to get up next to Kronk in order to help. This also puts her in range
of both the brown and black rats. She specifies the black rat as Helens target and rolls 1d20+Melee
ATK=16 and the GM confirms this is a hit based on the black rats AC15 so he asks Linda to roll damage.
She rolls 1d8+STR=8 so Simon describes how Helen charges on the black rat and swings down her mace
which sinks into the rats soft body which causes it to screech loudly from her crushing blow.
Taking advantage of Helens move the black rat attacks Helen so the GM rolls 1d20+Melee ATK=14.
Checking Helens AC of 14 and this counts as a hit so Simon then rolls for damage with 1d6+STR=4. The
GM explains how Helen is caught off guard as she ran up into the fray so the black rat was able to rear up
and claw her. Linda subtracts 4 HP from Helens character sheet.
Finally the GM decides the grey rat will spend its turn running up to Sly and engaging him in melee
combat. However given the distance traveled the rat will not be able to attack this turn.
This completes a full round of combat!
Back to the wererat archer who is ready to shoot. The GM declares that the archer aims for Sly and fires;
he rolls 1d20+Missile=12. Checking against Slys AC of 13 this is a miss. Simon describes the bolt comes
out from the shadows, strays wide to the right, and misses completely then ricochets off the wall.
Tristan says Kronk pivots and slashes at the black rat; he rolls 1d20+Melee ATK=18. The GM remembers
that this is clearly over the black rats AC of 15 and calls it a hit then asks for damage. Tristan rolls
1d6+STR=8 so while Simon subtracts this from the captains HP he notices its HP is now less than 0 and
describes that Kronk turns and slashes with great force into the black rats back slicing through his spine
and tearing it a gaping gash. The black rat contorts its body while screaming horribly in pain then flops to
the ground while blood drains from its body mixing with the murky water.
Since its now the brown rats turn Simon declares that the it attacks Kronk so he rolls 1d20+Melee
ATK=9. The GM recalls Kronks AC is 16 so this is clearly a miss; he describes that the brown rat rears
back on its hind legs and scratches feverishly at Kronk but does little more than scuff his armor.
For Slys turn Larry declares that Sly grabs a dagger from his belt and lunges at the grey rat. Larry smiles
wide as the dice lands on a natural 20; a critical hit! The GM doesnt bother to check the wererats AC
because a natural 20 always hits so he asks Larry to roll for damage and double the result. Larry happily
rolls 1d4=3 doubled for a total of 6 damage. Simon subtracts 6 from the grey rats HP and describes how
Sly thrusts the dagger into the rats grey pelt and it sinks deep into the left side.
Linda declares that Helen lifts her spiked mace and swings down at the brown rat. She rolls 1d20+Melee
ATK=17 which is greater than its AC of 13 so Simon announces its a hit and Linda rolls 1d8+STR=7.
While Simon subtracts 7 from the brown rats HP he describes how Helens mace crushes down onto the
rats shoulder obviously injuring it.
The grey rat responds to Sly by attacking him and the GM rolls a natural 1 so its an automatic miss and a
critical fumble. Simon explains how the grey rat tried to raise his front paws up and scratch at Sly but its
injured side had a spasm and caused it squeak loudly in pain and double over causing further injury! The
GM subtracts 1 HP from the grey rats HPs.
The second round of combat is over. How will this battle end? Its all a matter of decisions made by all of
the players and how their dice rolls end up. It seems likely the characters will triumph and over these soft
opponents but what other more powerful and sinister adversaries await them further in the network of
sewers? Why are they clogging up the sewers and who is ultimately behind this plot? Nobody knows
because their fate is not predestined and this story is being written as these players progress through
each encounter.
Now its your turn to play a part in the greatest story thats never been written!
Pathfinder LITE
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PLAYERS COMPENDIUM
Ability Scores
(Modifier = STAT 10 / 2 (round down))
There are three core Ability Scores often called Stats.
Strength (STR)
Dexterity (DEX)
Mind (MND)
Physical (Phys)
Subterfuge (Sub)
Knowledge (Know)
Communication. (Com)
Suggested rolls for Standard Actions and typical Skill Checks. Any player may suggest a different roll than
listed which may represent more accurately the action their character is attempting.
Appraise - com+MIND
Balance - phys+DEX
Bluff - com+MIND
Climb - phys+STR
Concentration - phys+MIND
Craft - know+DEX
Decipher Script - (Linguistics)
Decipher Language - (Linguistics)
Diplomacy - com+MIND
Disable Device - sub+DEX
Disguise - sub+MIND
Escape Artist (slip free)- sub+DEX
Escape Artist (break free) - sub+STR
Forgery - (Linguistics)
Gather Information - (Diplomacy)
Handle Animal - com+MIND
Heal - know+MIND
Hide - (Stealth)
Hunt / Forage sub+DEX
Intimidate - com+STR
Jump (long) - phys+STR
Jump (high) phys+DEX
Knowledge - know+MIND
Linguistics - comm+MIND
Listen - (Perception)
Actions
Every character can take one Move Action and one Standard Action per turn.
Free Action: These take an insignificant amount of time to execute and thus are only limited by
common sense. For example shouting a brief sentence, drawing an easily accessible weapon, or
giving a short hand signal.
Standard Action: These take a significant amount of time executes thus you only get one per
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round. Examples would be casting a spell, attacking an opponent, or fishing an item from your
backpack.
Move Action: These take a significant amount of time as well so you only get one per round.
Examples of these would be running 30 feet, walking 15 feet, vaulting over a short wall, swimming
7 feet.
Saves
There are three types of saves used to determine the outcome of actions forced upon an unwilling
character.
Reflex: (Save = Phys + DEX)
Fortitude: (Save = Phys + STR)
Will: (Save = MND + LVL)
Magic
To determine what spells are available to each class please refer to their class details.
Casting:
Spell Descriptions:
Spells available to spell-casting classes are listed in the Class Description in the following format:
Range: Maximum distance from you that the spell's effect can occur, as well as the maximum
distance at which you can designate the spell's point of origin. Separate from the area of effect.
Personal: Affects only yourself.
Touch: Caster must be able to touch the target.
Close: 25 + 5 per two Caster Levels
Medium: 100 + 10 per Caster Level
Long: 400 + 40 per Caster Level
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Combat
Hit Points: (HP = STR Stat + 1d6 per Level.)
Initiative: (Roll = 1d20 + DEX bonus)
Someone should write down every characters name, including opponents, and the Initiative number they
rolled in the order of highest to lowest number. This is the Initiative Order for an encounter which
dictates the order in which turns are taken.
All characters take a Turn in order of Initiative. After everyone has taken their Turn a new Round starts
again at the top of the Initiative Order. Everyone can take one Move Action and one Standard Action per
turn.
Attack Bonus: When a player declares their character attacks an opponent they make an Attack Roll
using one of these bonuses.
Melee ATK: (Bonus = STR modifier + Level)
Missile ATK: (Bonus = DEX modifier + Level)
Magic ATK: (Bonus = MND modifier + Level)
Attacking: (ATK Roll = 1d20 + ATK bonus vs. opponent's AC)
Which attack bonus to use depends on the type of weapon you are using. Melee ATK for close combat
weapons, Missile ATK for ranged / thrown weapons, and Magic ATK for spells that require a ranged touch
attack or other ATK roll (read a spells description to see if it requires an attack roll). A player will declare
who their character is targeting for an attack, make an ATK Roll, and tell the GM what the total result is.
The GM will check this number against the targets AC and announce if it was a hit or miss.
Armor Class: (AC = 10 + DEX bonus + Armor bonus)
Each type of armor has its own bonus designated; refer to your armor stats and description when
calculating a player characters AC. Other modifiers can effect your Armor bonus so be sure to include
things like shields, magic items, spell effects, and include all applicable modifiers in order to accurately
total up a characters AC.
Critical Hit/Miss: A Natural Roll is a number rolled on the dice with no modifiers applied. Consult with
your DM what happens when a critical hit or critical miss occurs. A typical result is double damage for a
critical hit and a character harming themselves for a critical fumble. These only apply to ATK Rolls.
Critical Hit: Natural 20
Critical Miss: Natural 1
Multiple Attacks: If a characters total ATK bonus is +6 or more then a second ATK can be made that
round at a -5 penalty. If a characters total ATK bonus is +11 or more then a third ATK can be made that
round at a -10 penalty.
Examples:
If the total bonus is +6; two attacks can be made with ATK Bonuses of +6/+1
If the total bonus is +12, three attacks can be made with ATK Bonuses of +12/+7/+2.
Combat Maneuver System: Attacker roll = 1d20 + CMB vs. Defender roll = 1d20 + CMB (higher
number wins)
Combat Maneuver Bonus: CMB = Melee ATK bonus + Phys skill bonus
Usage: Executing a combat maneuver is a standard action. The defending opponent makes an
opposed roll against the attacker; both roll 1d20+CMB and the higher number wins. Some combat
maneuvers can be maintained over several rounds (grapple or bull rush); a defender may attempt
to break free on their turn or an attacker may attempt to maintain the maneuver on their turn.
Another opposed CMB check is rolled on the attackers and defenders turn; if the attacker wins the
maneuver is maintained but if the defender wins then the maneuver is broken.
Maneuvers:
Grapple: You can attempt to grapple a foe, hindering their combat options. Once grappled you
can attempt to move together, damage your opponent, or pin them down.
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Pathfinder LITE
Bull Rush: A bull rush attempts to push an opponent straight back 5' without doing any harm.
Trip: You may attempt to trip an opponent and knock them prone.
Disarm: Attempt to disarm opponent. Success and they drop their weapon; failure and you
drop yours.
Overrun: Attempt to overrun your target, moving through the space it occupies.
Sunder: You can attempt to sunder an item held or worn by your opponent using a weapon
you wield. Succeed and the item is rendered useless until repaired.
Charge: Run up to twice your normal distance and make a single attack. Path to target must
be straight and clear of obstacles.
Aid Another: Spend your turn aiding a nearby ally. The designated ally gains a +2 bonus on
next roll.
Dual Wielding Weapons: Fighters, Rogues, and Rangers can wield 2 light weapons and attack with both
in a round if they take a -2 penalty on all ATK Rolls that round. To determine if a weapon is a light
weapon please refer to the weapons stats and description.
Damage: (DMG Roll = damage dice + modifiers) subtract result from opponents HP.
When an ATK Roll results in a hit then the player makes a DMG Roll. Each weapon will have designated
dice types to roll for damage so refer to your weapon stats when rolling for damage. Spells indicate in
their description what dice to roll.
Damage Bonus: Add your characters STR modifier to Melee damage, multiply by 2 for 2-handed
weapons. Other modifiers from spell effects, magic items, or other circumstances may apply so be
sure to add everything.
Death: If a characters HP reaches 0; the character falls unconscious and is near death. Further damage
directly reduces STR. If STR reaches 0 the players character is dead. Once revived and conscious; a
characters STR is restored while HP will have to be magically cured or healed with extended rest and care.
Races
These are the classic races. If you wish to play a different race please consult with your DM.
Dwarf
Dwarven Bravado: While dwarves are both tough and wise they are also a bit gruff.
Modifiers: +2 STR, -1 Comm
Languages: Dwarven and Common
Elf
Elvish Domineer: Elves are nimble, both in body and mind, but tend to be rather frail.
Modifiers: +2 MND, -1 Phys
Languages: Elven and Common
Gnome
Gnomish Stature: Although they tend to be physically weak they are quite hardy and their
attitude makes them naturally agreeable when they want to be!
Modifiers: +1 DEX, +1 MIND, -1 Phys
Languages: Gnomish, Sylvan, and Common
Half-Elf
Half-Elf Domineer: Half-elven nature is a variance somewhere between Elven and Human.
Modifiers: +1 MIND, +1 to all Skill Rolls, -1 STR
Mixed Blood: They count as both Human and Elven for any effects that specify race.
Languages: Elven and Common
Half-Orc
Half-Orc Bravado: Physically strong and always on the lookout for danger. Their orc stock does
tend to limit their intelligence however.
Modifiers: +2 STR, -1 Know
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Mixed Blood: They count as both Human and Orc for any effects that specify race.
Languages: Orc and Common
Halfling
Halfling Stature: Halflings are nimble and strong willed but their small stature makes them
weaker than most races.
Modifiers: +2 DEX, -1 Phys
Languages: Halfling and Common
Human
Human Domineer: Humans have a variable nature; no two are alike. They are also very
adaptable; learning or adapting to almost.
Modifiers: +1 to any STAT, +1 to all Skill Rolls, -1 to any STAT
Languages: Common
Classes
For details on each class please refer to individual classs document. These are just basic descriptions to
help you decide which class best suits your character concept.
Barbarians may use light or medium armor and light shields. They received a +3 bonus to
Physical skill. Barbarians use their Rage to release special abilities.
Bards wear light armor and may use light shields. They gain a +2 bonus to Communication,
Subterfuge, and Knowledge. Bards use their Performance to manifest their special abilities and
also cast Bard Magic.
Clerics wear light or medium armor and may use light shields. They cast divine spells and gain a
+3 bonus to Communication skill. A cleric can channel either Good or Evil divine energy based on
their alignment to use special abilities (Neutral clerics make a permanent choice when character is
created). Clerics use Divine Magic may cast any divine spell in SRD.
Druids wear any non-metal armor or shield. They gain +2 to Knowledge. Druids may use Duridic
Magic and have the Wild Shape special ability. They have a Natural Bond with an animal
companion.
Fighters wear any kind of armor and any shield. They get a +3 bonus to Physical skill. Fighters
use their Combat Prowess to execute special abilities.
Monks do not wear armor or shields. They gain +2 to Physical and +1 to Knowledge skills. A
monks Unarmed Strikes are considered light, magic weapons with damage increasing 1 die size
every 5 levels (1d6, 1d8, 1d10, 1d12) These warrior-artists can use Ki to unleash special abilities.
Paladins may wear any kind of armor and use shields. They have a +1 bonus to Physical and a +2
bonus to Communication. Paladins use Righteous Favor for special abilities and Holy Magic to cast
some divine spells. A character must be of Lawful Good alignment to be a Paladin
Rangers use light or medium armor and can use light shields. They may cast spells using Ranger
Magic and gain special bonuses against their Favored Enemies. They eventually form a Hunters
Bond with an animal companion.
Rogues use light armor but not shields. They have a +3 bonus to Subterfuge skill. Rogues use
their Talents to perform special abilities.
Sorcerers wear no armor or shields. They gain a +3 bonus to Knowledge skill. Sorcerers are able
to cast any arcane spell in SRD and have a Familiar to aid them in their quests.
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Pathfinder LITE
Wizards wear no armor or shields. They gain a +3 bonus to Knowledge skill. Wizards are able to
cast any arcane spell in SRD and utilize their Esoteric Object to facilitate their magic.
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CLASS DESCRIPTIONS
Barbarian
History: For some, there is only rage. In the ways of their people, in the fury of their passion, in the
howl of battle, conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial
techniques, they are not soldiers or professional warriorsthey are the battle possessed, creatures of
slaughter and spirits of war. Known as barbarians, these warmongers know little of training, preparation,
or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the
knowledge that the next moment might hold their death. They possess a sixth sense in regard to danger
and the endurance to weather all that might entail. These brutal warriors might rise from all walks of life,
both civilized and savage, though whole societies embracing such philosophies roam the wild places of the
world. Within barbarians storms the primal spirit of battle, and woe to those who face their rage.
Description: Barbarians may use light or medium armor and light shields. They received a +3 bonus to
Physical skill.
Rage: The raging storm within may be released in the form of special abilities.
Amount: Rage = 1 per Barbarian level.
Usage: Raging is a free action applied to the next action taken.
NAME
Guarded Stance:
Powerful Blow:
Surprise Accuracy:
Intimidating
Glare:
Swift Foot:
Elemental Rage:
Animal Fury:
Knockback:
Clear Mind:
Strength Surge:
Renewed Vigor:
Unexpected Strike:
Mighty Swing:
Terrifying Howl:
EFFECT
+1 AC
+1 DMG
+1 ATK
+1 to Intimidation check
COST
per 1 Rage
per 1 Rage
per 1 Rage
per 1 Rage
DURATION
1 round
1 round
1 round
1 turn
per 1 Rage
2 Rage
3 Rage
4 Rage
5 Rage
5 Rage
5 Rage
6 Rage
10 Rage
14 Rage
1 turn
1 turn
1 turn
1 turn
Instant
1 round
Instant
1 turn
1 turn
Instant
Class Features:
Fast Movement: (LVL 1) Barbarians land speed is faster than the norm by 10 feet.
Improved Uncanny Dodge: (LVL 5) The barbarian can not be flanked.
Bard
History: Untold wonders and secrets exist for those skillful enough to discover them. Through
cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the
arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards
possess an uncanny ability to know more than they should and use what they learn to keep themselves
and their allies ever one step ahead of danger. Bards are quick-witted and captivating, and their skills
might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers,
leaders or scoundrels, or even all of the above. For bards, every day brings its own opportunities,
adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might
they claim the treasures of each.
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Pathfinder LITE
Description: Bards wear light armor and may use light shields. They gain a +2 bonus to Communication,
Subterfuge, and Knowledge. Bards can use their Performance to unleash special abilities.
Performance: A bards Performance could be many things; singing, chanting, playing instruments,
comedy, poetry, acting, dancing, or even a combination. Will save DC = 10 + (Bard Level / 2) + MND
(round down)
Amount: 1 Performance per Bard Level which are recovered after 8 hours of rest.
Usage: Performing is a standard action. Targets must be able to see, hear, and be within 30 of a
performance to be effected. For every round that a performance is maintained the cost will be
subtracted from their total performances for that day. Opponents receive a Will save to resist the
effects of a bards performance.
NAME
Muse
Fascinate
Dirge of Doom
Inspire Greatness
Paralyzing Show
Inspire Heroics
Countersong
Subliminal Ballad
Song of Freedom
Soothing Performance
Deadly Performance
EFFECT
+1 bonus to all rolls for allies
(See Description)
Opponents take -2 on all rolls
+2 AC, +2 ATK, & +2 DMG for allies
(See Description)
(See Description)
Nullify a sound based attack.
(See Description)
Break an enchantment for one ally
(See Description)
(See Description)
COST
+1 per Perf.
1 Perf.
1 Perf.
2 Perf.
3 Perf.
3 Perf.
1 Perf.
3 Perf
8 Perf.
10 Perf.
18 Perf.
DURATION
Concentration
Concentration
Concentration
Concentration
Concentration
Concentration
Instant
Instant
Instant
Instant
Instant
Fascination: Cause any unthreatened target that fails their save to be fascinated and pay
attention to the performance causing them to sit quietly and take no other actions until the
performance is over or something threatens or distracts them. Able to fascinate total HD equal to
Bard LVL.
Paralyzing Show: Opponents become paralyzed, unable to take actions, unless they make their
save.
Inspire Heroics: +4 bonus to all saves and +4 dodge bonus to AC for allies
Subliminal Ballad: Make a suggestion to one target already Fascinated unless they make their
save.
Soothing Performance: Creates an effect equivalent to mass cure light wounds and removes
fatigued, sickened, and shaken effects from all allies
Deadly Performance: One target in range of this performance will die of pure joy or sorrow unless they
make their save; in which case they are stunned for 1d4 rounds
Class Features:
Lore Master: (LVL 1) Bards may take a 10 on any knowledge check if they choose to.
Instrument: (LVL 1) Begin play with one masterwork instrument of your choice.
Bard Magic: (LVL 1) Able to cast bard spells so long as long as they are able to cast a spells Spell
Level and have the HP to spend. Spell Level and HP cost are calculated as noted in the core rules
for Magic.
Pathfinder LITE
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Bard Spells
EFFECT
Creates torches or other lights. Up to four lights, all
within a 10-ft.-radius area.
A single humanoid creature with 4 HD or less loses its
next action.
Dazzles one creature (1 on attack rolls).
Figment sounds.
Whisper conversation at distance to one creature/LVL.
Performs minor tricks.
Summons one musical instrument to appear in hand.
RANGE
DURATION
Medium
1 min
Close
1 round
Close
Close
Medium
10
0
Instant
1 round/LVL
10 min/LVL
1 hour
1 min/LVL
EFFECT
Makes a rope move at your command. One rope-like
object, length up to 50 ft. + 5 ft./level
One creature of 5 HD or less flees for 1d4 rounds.
One creature is confused
Cures 1d8 damage + 1/level (max +5).
Changes your appearance.
Your base speed increases by 30 ft.
Subject loses actions for 1 round/level.
Gives +10 bonus to identify magic items.
Object speaks once when triggered.
Creates minor illusion of your design. Visual figment
that cannot extend beyond four 10-ft. cubes + one
10-ft. cube/level
Puts 4 HD of creatures within a 10-ft.-radius burst
into magical slumber.
Throws voice for 1 min./level.
RANGE
DURATION
Medium
1 round/LVL
Close
Close
Touch
Personal
Personal
Close
60
Close
1d4 rounds
1 round
Instant
10 min/LVL
1 min/LVL
1 round/LVL
3 rounds/LVL
Instant
Long
Concentration
Medium
1 min/LVL
Close
1 min/LVL
EFFECT
Assume form of a Small or Medium humanoid.
Makes subject blinded or deafened.
Attacks miss subject 20% of the time.
Calms creatures, negating emotion effects.
Cures 2d8 damage + 1/level (max +10).
Living creature of 6 HD or less loses its next action.
Captivates all within 100 ft. + 10 ft./level.
Blinds creatures, outlines invisible creatures within
10-ft.-radius spread.
Gives +2 bonus on attack rolls, saves, skill checks.
Fascinates 2d4 + level HD of creatures with colorful
lights in a 10-ft.-radius spread.
RANGE
Personal
Medium
Touch
Medium
Touch
Medium
Medium
DURATION
1 min/LVL
Instant
1 min/LVL
Concentration
Instant
1 round
1 hr
Medium
1 round/LVL
Touch
Long
10 min/LVL
Concentration
+2
Concentration
+2
1d4 +1
rounds
1 round/LVL
Medium
Long
Medium
Pathfinder LITE
Shatter
Silence
Sound Burst
Tongues
3rd Level Bard Spells
SPELL NAME
Blink
Clairvoyance
Confusion
Cure Serious Wounds
Daylight
Deep Slumber
Displacement
Fear
Glibness
Good Hope
Major Image
Sculpt Sound
Close
Instant
Long
1 round/LVL
Close
Instant
Touch
10 min/LVL
EFFECT
You randomly vanish and reappear for 1 round per
level.
Hear or see at a distance for 1 min./level.
All creatures in a 15-ft.-radius burst behave oddly for
1 round/level.
Cures 3d8 damage + 1/level (max +15).
60-ft. radius of bright light.
Puts 10 HD of creatures to sleep.
Attacks miss subject 50% of the time.
Subjects within cone-shaped burst flee for 1
round/level.
You gain +20 bonus on Bluff checks, and your lies can
escape magical discernment.
+2 on ATK rolls, DMG rolls, saves, and checks for 1
target per LVL.. One living creature/level, no two of
which may be more than 30 ft. apart
As silent image, plus sound, smell and thermal
effects. Visual figment that cannot extend beyond
four 10-ft. cubes + one 10-ft. cube/level
Creates new sounds or changes existing ones into
new sounds. One creature or object/level, no two of
which can be more than 30 ft. apart
RANGE
DURATION
Personal
1 round/LVL
Long
1 min/LVL
Medium
1 round/LVL
Touch
Touch
Close
Touch
Instant
10 min/LVL
1 min/LVL
1 round/LVL
30
1 round/LVL
Personal
10 min/LVL
Medium
1 min/LVL
Long
Concentration
+3 round/LVL
Close
1 hr/LVL
EFFECT
Cures 4d8 damage + 1/level (max +20).
Makes one type of terrain appear like another (field as
forest, or the like) in one 30-ft. cube/level.
Indicates direction to familiar creature in a circle,
centered on you, with a radius of 400 ft. + 40
ft./level.
Lights fascinate 24 HD of creatures with colorful lights
in a 20-ft.-radius spread.
Insects, spiders, and other vermin stay 10 ft. away.
Deafens all within cone and deals 5d6 sonic damage
in a cone-shaped burst.
Keeps eavesdroppers from overhearing you within 5
area.
RANGE
Touch
DURATION
Instant
Long
2 hr/LVL
Long
10 min/LVL
10
Concentration
+1 round/LVL
10 min/LVL
30
Instant
Personal
1 hr/LVL
Medium
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SPELL NAME
Cure Light Wounds,
Mass
Dream
False Vision
Heroism, Greater
Mirage Arcana
Mislead
Nightmare
Persistent Image
Seeming
Shadow Walk
Song of Discord
6th Level Bard Spells
SPELL NAME
Animate Objects
Cure Moderate
Wounds, Mass
Find the Path
Irresistible Dance
Permanent Image
Programmed Image
Project Image
Shout, Greater
Sympathetic Vibration
Veil
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EFFECT
Cures 1d8 damage + 1/level, affects 1 subject/level,
no two of which can be more than 30 ft. apart
Sends message to anyone sleeping.
Fools scrying with an illusion in 40-ft.-radius
emanation.
Gives +4 bonus on attack rolls, saves, skill checks;
immunity to fear; temporary hp.
As hallucinatory terrain, plus structures in one 20-ft.
cube/level.
Turns you invisible and creates illusory double.
Sends vision dealing 1d10 damage, fatigue.
As major image, but with no concentration required.
Visual figment that cannot extend beyond four 10-ft.
cubes + one 10-ft. cube/level
Changes appearance of 1 person per 2 levels. One
creature per two levels, no two of which can be more
than 30 ft. apart
Up to one touched creature/level step into shadow to
travel rapidly.
Forces targets to attack each other within 20 area.
RANGE
DURATION
Close
Instant
Unlimited
Special
Touch
1 hr/LVL
Touch
10 min/LVL
Long
2 hr/LVL
Close
Unlimited
Special
Instant
Long
1 min/LVL
Close
12 hr
Touch
1 hr/LVL
Medium
1 round/LVL
EFFECT
Objects attack your foes. One Small object per caster
level.
RANGE
DURATION
Medium
1 round/LVL
Close
Instant
Touch
Touch
10 min/LVL
1d4+1 rounds
Long
Instant
Long
Special
Medium
1 round/LVL
30
Instant
Touch
1 round/LVL
Long
Concentration
+1 hr/LVL
Pathfinder LITE
Cleric
History: In faith and the miracles of the divine, many find a greater purpose. Called to serve powers
beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their
people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their
deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and
philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their
faith. Yet while they might share similar abilities, clerics prove as different from one another as the
divinities they serve, with some offering healing and redemption, others judging law and truth, and still
others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths
walk with the mightiest of allies and bear the arms of the gods themselves.
Description: Clerics wear light or medium armor and may use light shields. They cast divine spells and
gain a +3 bonus to Communication skill. A cleric can channel either Good or Evil divine energy based on
their alignment to use special abilities (Neutral clerics make a permanent choice when character is
created). Clerics may cast any divine spell in SRD.
Channel Energy:
Amount: 1 Energy per Cleric Level. Rejuvenated after a full nights rest in addition to worshiping
their deity.
Usage: Channeling energy to use a special ability is a standard action.
Good Energy
NAME
Turn Undead
Healing Burst
Afflict Undead
Evil Energy
NAME
Rebuke Undead
Necromantic Burst
Afflict Living
EFFECT
(See description)
Heal 1d6 HP to all living within 30
1d6 DMG to all undead within 30
EFFECT
(See description)
Heal 1d6 HP to all undead within 30
1d6 DMG to all living within 30
COST
1 Energy
1d6 per Energy
1d6 per Energy
COST
1 Energy
1d6 per Energy
1d6 per Energy
DURATION
1 round
Instant
Instant
DURATION
1 round
Instant
Instant
Turn Undead: A Cleric channeling good energy may Turn Undead with a successful Magic Attack.
The DC is the current Hit Points of the Undead. If the DC is exceeded by 10 it is destroyed.
Undead flee in the quickest method available or they will cower; either of which will last 10 rounds.
Rebuke Undead: Clerics who channel evil energy may Rebuke Undead with a successful Magic
Attack. The DC is the current Hit Points of the Undead. The cleric may give a simple, one word,
command to the rebuked undead which will be carried out on the targets next turn.
Class Features:
Aura: (LVL 1) Clerics radiate a strong aura corresponding to their alignment.
Divine Magic: (LVL 1) A cleric may cast any divine spell from the SRD as long as they can cast a
spells Spell Level and have the HP to spend. Spell Level and HP cost are calculated as noted in the
core rules for Magic.
Bonus Language: (LVL 1) Choose one of the following languages: Celestial (Good), Abyssal
(Chaotic Evil), and Infernal (Lawful Evil).
Pathfinder LITE
-22-
Cleric Spells
EFFECT
Cause a stabilized creature to resume dying.
Creates 2 gallons/level of pure water.
Detects spells and magic items within 60 ft.
Detects poison in one creature or object.
+1 on one attack roll, saving throw, or skill check.
Object shines like a torch.
Makes minor repairs on an object.
Purifies 1 cu. ft./level of food or water.
Read scrolls and spellbooks.
Subject gains +1 on saving throws.
Cause a dying creature to stabilize.
Subject gains 1 temporary hp.
RANGE
Close
Close
60
Close
Touch
Touch
10
10
Personal
Touch
Close
Touch
DURATION
Instant
Instant
Concentration
Instant
Instant
10 min/LVL
Instant
Instant
10 min/LVL
1 min
Instant
1 min
EFFECT
Enemies in 50-ft.-radius burst, centered on you, take
1 on attack rolls and saves against fear.
Allies in 50-ft.-radius burst, centered on you, gain +1
on attack rolls and saves against fear.
Makes holy water.
One creature of 5 HD or less flees for 1d4 rounds. If
the subject succeeds on a Will save, it is shaken for 1
round.
One subject obeys selected command for 1 round.
Approach, Drop, Fall, Flee, or Halt.
RANGE
DURATION
50
1 min/LVL
50
1 min/LVL
Touch
Instant
Close
1d4 Rounds
Close
1 Round
Personal
10 min/LVL
Touch
Touch
30
Instant
Instant
10 min/LVL
60
Concentration
60
Concentration
Personal
1 min
Medium
1 min/LVL
Touch
Personal
Touch
Touch
Touch
Touch
24 hr
1 min/LVL
10 min/LVL
Instant
30 min
1 min/LVL
Touch
10 min
Touch
1 round/LVL
Touch
1 min/LVL
Close
1 round/LVL
Pathfinder LITE
EFFECT
Creates undead skeletons and zombies.
6 to an ability score; 4 on attack rolls, saves, and
checks; or 50% chance of losing each action.
RANGE
DURATION
Touch
1 min/LVL
Touch
Personal
Touch
Touch
Medium
1 min/LVL
Instant
1 min/LVL
1 min/LVL
Concentration
Close
2 hr/LVL
Touch
Touch
Instant
1 min/LVL
Touch
Instant
Touch
1 hr/LVL
Close
2 hr/LVL
Touch
Medium
Personal
Medium
1
1
1
1
Touch
Instant
Close
Touch
Instant
1 min/LVL
Touch
10 min/LVL
Touch
Instant
Close
Instant
Close
1 hr/LVL
Long
1 round/LVL
Close
Instant
Medium
1 round/LVL
Touch
1 hr/LVL
Close
1 round/LVL
Close
24 hr
Close
1 min/LVL
RANGE
Touch
DURATION
Instant
Touch
Instant
min/LVL
hr
min/LVL
round/LVL
-24-
Blindness/Deafness
Blot
Contagion
Continual Flame
Create Food and Water
Cure Serious Wounds
Daylight
Deeper Darkness
Dispel Magic
Glyph of Warding
Helping Hand
Inflict Serious Wounds
Invisibility Purge
Locate Object
Magic Circle against
Chaos/Evil/Good/Law
Magic Vestment
Meld into Stone
Obscure Object
Prayer
Protection from Energy
Remove
Blindness/Deafness
Remove Curse
Remove Disease
Searing Light
Speak with Dead
Stone Shape
Summon Monster III
Water Breathing
Water Walk
Wind Wall
4th Level Cleric Spells
SPELL NAME
Air Walk
Chaos Hammer
Control Water
-25-
Medium
Close
Touch
Touch
Close
Touch
Touch
Touch
Medium
Instant
24 hr
Instant
Instant
24 hr
Instant
10 min/LVL
10 min/LVL
Instant
Touch
Instant
5 miles
Touch
Personal
1 hr/LVL
Instant
1 min/LVL
Long
1 min/LVL
Touch
10 min/LVL
Touch
1 hr/LVL
Personal
10 min/LVL
Touch
8 hr
40
1 round/LVL
Touch
10 min/LVL
Touch
Instant
Touch
Touch
Instant
Instant
Medium
Instant
10
1 min/LVL
Touch
Instant
Close
Touch
1 round/LVL
2 hr/LVL
Touch
10 min/LVL
Medium
1 round/LVL
EFFECT
Subject treads on air as if solid (climb or descend at
45-degree angle).
Harms and slows lawful creatures (1d8 damage/2
levels) in 20-ft.-radius burst.
Raises or lowers bodies of water in a volume of 10
RANGE
DURATION
Touch
10 min/LVL
Medium
Instant
Long
10 min/LVL
Pathfinder LITE
Touch
Instant
Touch
1 min/LVL
Medium
1 min/LVL
Close
Concentration
Close
Personal
Personal
Instant
Instant
1 round/LVL
Touch
10 min/LVL
Close
1 min/LVL
Medium
Instant
Touch
Instant
Touch
Touch
Instant
1 min/LVL
Touch
Instant
Medium
Instant
Close
Touch
10
Touch
Special
Touch
Close
Touch
Instant
Instant
10 min/LVL
Instant
1 round
10 min/LVL
1 round/LVL
10 min/LVL
Meidum
Instant
EFFECT
Removes burden of misdeeds from subject and
reverses magical alignment change.
Frees subjects from enchantments, transmutations,
and curses up to one creature per level, all within 30
ft. of each other.
Cures 5d8 damage + 1/level and restores life to
recently slain creatures.
As command, but affects one subject/level. One
subject obeys selected command for 1 round.
Approach, Drop, Fall, Flee, or Halt.
Cures 1d8 damage + 1/level, affects 1 subject/level,
no two of which can be more than 30 ft. apart
+4 bonus against attacks.
RANGE
DURATION
Touch
Instant
Close
Instant
Touch
Instant
Close
1 round
Close
Instant
Touch
1 round/LVL
-26-
Chaos/Evil/Good/Law
Disrupting Weapon
Flame Strike
Hallow
Inflict Light Wounds,
Mass
Insect Plague
Mark of Justice
Plane Shift
Raise Dead
Righteous Might
Scrying
Slay Living
Spell Resistance
Summon Monster V
Symbol of Pain
Symbol of Sleep
True Seeing
Unhallow
Wall of Stone
Touch
1 round/LVL
Medium
Instant
Touch
Instant
Close
Instant
Long
1 min/LVL
Touch
Instant
Touch
Instant
Touch
Instant
Personal
Special
Touch
Touch
Clouse
Special
1 round/LVL
1 min/LVL
Instant
1 min/LVL
1 round/LVL
Special
Special
Special
Touch
1 min/LVL
Touch
Instant
Medium
Instant
RANGE
DURATION
Medium
1 round/LVL
10
10 min/LVL
Close
Instant
Close
1 min/LVL
Medium
1 min/LVL
Close
1 min/LVL
Close
Instant
Close
Instant
Medium
Instant
Close
1 min/LVL
Pathfinder LITE
Touch
10 min/LVL
Medium
Instant
Close
1 day/LVL
Touch
Instant
Touch
Instant
Touch
Instant
Close
13 hr
Close
Instant
Close
Close
Close
Special
Special
1 min/LVL
Instant
1 round/LVL
Special
Special
Medium
Instant
Touch
1 hr/LVL
Unlimited
Instant
EFFECT
Kills, paralyzes, weakens, or dazes nonevil creatures
in a 40-ft.-radius spread centered on you. .
Changes weather in 2-mile-radius circle, centered on
you
Cures 3d8 damage + 1/level, affects 1 subject/level.
RANGE
40
Close
Instant
Close
40
Instant
Instant
Personal
40
1 round/LVL
Instant
Close
Instant
Touch
Touch
Instant
Instant
10 /LVL
1 round/LVL
Touch
Instant
Touch
Special
Close
Instant
1 mi/LVL
1 round/LVL
2 mi
DURATION
Instant
4d12 hr
-28-
Symbol of Stunning
Symbol of Weakness
Word of Chaos
EFFECT
Projects you and plus one additional willing creature
touched per two caster levels onto Astral Plane.
Subject gains 2d4 negative levels.
Travel to Ethereal Plane with one other touched
creature per three levels.
Connects two planes for travel or summoning.
Special
Special
40
Special
Special
Instant
RANGE
DURATION
10
10 min/LVL
20
1 round/LVL
Close
Instant
Close
Instant
Medium
1 day/LVL
Unlimited
Long
Instant
1 round
Medium
Instant
20
1 round/LVL
Close
Instant
Close
Instant
20
1 round/LVL
Touch
10 min/LVL
Close
Special
Special
1 round/LVL
Special
Special
20
1 round/LVL
RANGE
DURATION
Touch
Special
Close
Instant
Touch
1 min/LVL
Medium
Special
Pathfinder LITE
Heal, Mass
Implosion
Miracle
Soul Bind
Storm of Vengeance
Summon Monster IX
True Resurrection
Pathfinder LITE
Touch
Close
Special
Close
Instant
Concentration
Special
Instant
Long
Concentration
Close
Touch
1 round/LVL
Instant
-30-
Druid
History: Within the purity of the elements and the order of the wilds lingers a power beyond the marvels
of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical
balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood
protectors of the wild strive to shield their lands from all who would threaten them and prove the might of
the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible
powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the
power to call upon nature's wrath. The mightiest temper powers akin to storms, earthquakes, and
volcanoes with primeval wisdom long abandoned and forgotten by civilization.
Description: Druids wear any non-metal armor or shield. They gain +2 to Knowledge. Druids may use
Duridic Magic and have the Wild Shape special ability. They have a Natural Bond with an animal
companion.
Wild Shape: At LVL 4 a druid is able to start using the Wild Shape special ability. This allows a druid to
change into any creature of the Animal type. Special Movement and Natural ATK types depend on the
type of animal chosen. For example an eagle is a small bird that can fly and would use claw or bite ATKs.
A boar would be a medium animal that would walk/run and use gore ATKs. While a shark would be a
large fish that swims and uses bite ATKs.
Amount: 1 per day at 4th LVL. plus 1 every two levels up to a maximum of 8.
Usage: Shape shifting is a standard action.
Level
4
6
8
10
12
14
16
18
20
Per Day
1
2
3
4
5
6
7
8
At Will
Size
Small
AC
+1
ATK
-1
Med
+2
+1
Large
+4
+4
Huge
+6
+6
Animal
Small
Small, Med
Small, Med,
Small, Med,
Small, Med,
Small, Med,
Small, Med,
Small, Med,
Small, Med,
Large
Large,
Large,
Large,
Large,
Large,
Large,
Huge
Huge
Huge
Huge
Huge
Huge
Base Movement
Walk, Run, Sprint
Walk, Run, Sprint
Walk, Run, Sprint
Walk, Run, Sprint
Walk, Run, Sprint
Walk, Run, Sprint
Walk, Run, Sprint
Walk, Run, Sprint
Walk, Run, Sprint
Special Movement
Climb, Swim, Fly, Burrow
Climb, Swim, Fly, Burrow
Climb, Swim, Fly, Burrow
Climb, Swim, Fly, Burrow
Climb, Swim, Fly, Burrow
Climb, Swim, Fly, Burrow
Climb, Swim, Fly, Burrow
Climb, Swim, Fly, Burrow
Climb, Swim, Fly, Burrow
Extraordinary Ability
Darkvision 60, Scent, Speak
type
Darkvision 60, Scent, Speak
type
Darkvision 60, Scent, Speak
type
Darkvision 60, Scent, Speak
type
Class Features:
Druidic Magic: (LVL 1) Cast any druid spell in the SRD so long as long as they are able to cast
a spells Spell Level and have the HP to spend. Spell Level and HP cost are calculated as noted
in the core rules for Magic.
-31-
Natural Bond: (LVL 1) Begin play with a loyal animal companion. If this creature is lost,
killed, or destroyed the druid may obtain a new one but it takes 24 hours to form a new bond.
This creature will obey simple two word commands to the best of its ability. The animal
companions Level, Hit Dice, Ability Scores, Skill Rank and any other stats are half of the druids
(round down). A companion has no Class Levels and thus none of the special qualities
associated to a character class. They are considered to be a magical creature once bound to a
Pathfinder LITE
master
Share Spells: Any spell the druid casts targeting themselves may also target the animal
companion at the same time but the animal must be within 5 of its master.
Wild Shape: (LVL 4) Druids gain the Wild Shape special ability.
Druid Spells
EFFECT
2 gal. of wholesome, drinkable, water that lasts 1
day.
Detect presence, power, and amount of magical
auras.
Detects poison in one creature, small object, or 5
cube area.
Dazzles one creature (1 penalty on attack rolls).
+1 on one attack roll, saving throw, or skill check.
Instantly know the direction of north from your
current position.
Object glows like a torch, shedding normal light in a
20 radius
Makes minor repairs on an object. One object of up to
1 lb./level
Purify 1 cube of spoiled, diseased, or poisonous food
& drink.
Read scrolls and spellbooks.
Subject gains +1 bonus on saving throws.
Cause a dying creature to stabilize.
Subject gains 1 temporary hp.
RANGE
DURATION
Close
Instant
60
Concentration
Close
Instant
Close
Touch
Instant
1 min
Personal
Instant
Touch
10 min/LVL
10
Instant
10
Instant
Personal
Touch
Close
Touch
10 min/LVL
1 min
Instant
1 min
EFFECT
2d4 HD animals are soothed, quieted, and become
docile.
1 animal perceives your words and actions in the
most favorable way as if a trusted friend or ally.
Cures 1d8 damage + 1/level (max +5).
Detect presence, health, and amount of plants&
animals.
Reveals natural or primitive traps. Cone-shaped
emanation
Exist comfortably in conditions between -50 and 140
degrees.
Plants entangle everyone in 40-ft. radius.; each round
they get another chance to break free until duration
RANGE
DURATION
10
rounds/LVL
Close
Close
1 hour/LVL
Touch
Instant
Long
Concentration
60
Concentration
Touch
1 day
Long
10
rounds/LVL
-32-
expires.
Outlines subjects in 5 area with light; canceling
concealment (from blur, invisibility, displacement,
etc) & -20 to stealth checks.
Touch 2d4 berries to infuse with magic. Each cure 1
hp.
Animals can't perceive one subject/level.
Jump
Touch
Longstrider
Personal
Faerie Fire
Goodberry
Magic Fang
Magic Stone
Obscuring Mist
Pass without Trace
Produce Flame
Shillelagh
Speak with Animals
Summon Nature's Ally
I
Long
10
rounds/LVL
Touch
1 day
Touch
10 min/LVL
10
rounds/LVL
1 hour/LVL
10
rounds/LVL
30 min until
used
10
rounds/LVL
Touch
Touch
Close
Touch
1 encounter
Personal
10
rounds/LVL
Touch
10
rounds/LVL
Personal
10
rounds/LVL
Close
1 round/LVL
RANGE
DURATION
Close
1 Day/LVL
Close
Concentration
Touch
Touch
10 min/LVL
1 min/LVL
10
rounds/LVL
10
rounds/LVL
Bull's Strength
Touch
Cat's Grace
Touch
Chill Metal
Delay Poison
Fire Trap
-33-
Close
7 rounds
Touch
1 hour/LVL
Touch
Instant
Pathfinder LITE
Flame Blade
Flaming Sphere
Fog Cloud
Gust of Wind
Heat Metal
Hold Animal
Owl's Wisdom
Reduce Animal
Resist Energy
Restoration, Lesser
Spider Climb
Summon Nature's Ally
II
Summon Swarm
Tree Shape
Pathfinder LITE
Personal
10
rounds/LVL
Medium
1 round/LVL
Medium
10 min/LVL
60
1 round
Close
7 rounds
Medium
1 round/LVL
Touch
Touch
1 min/LVL
2 hour/LVL
Touch
10 min/LVL
Touch
Instant
Close
Instant
Touch
10 min/LVL
Close
Concentration
Personal
1 hour/LVL
-34-
Warp Wood
Wood Shape
Plant Growth
Poison
Protection from Energy
Quench
Remove Disease
Sleet Storm
Snare
Speak with Plants
Spike Growth
Stone Shape
Summon Nature's Ally
III
Water Breathing
Wind Wall
4th Level Druid Spells
SPELL NAME
Air Walk
-35-
Close
Instant
Touch
Instant
EFFECT
Calls down lightning bolts (3d6 per bolt) from sky
Infects subject with chosen disease: blinding
sickness, bubonic plague, cackle fever, filth fever,
leprosy, mindfire, red ache, shakes, or slimy doom
Cures 2d8 damage + 1/level (max +10).
60 radius of bright light.
Reduces size or blights the growth of normal plants.
100 radius circle, a 150 radius semicircle, or a 200
radius quarter circle
One natural weapon gets + 1/four levels (max +5).
You and your gear merge with stone.
Immunizes subject against poison, detoxifies venom
in or on subject including poisonous creatures, plants,
containers, etc.
Grows vegetation, improves crops. 100 radius circle,
a 150 radius semicircle, or a 200 radius quarter
circle
Touch deals 1d3 STR damage 1/round for 6 rounds.
Absorbs 12 points/level of damage from one kind of
energy.
Extinguishes fires; one 20 cu. /LVL or one fire-based
magic item
Cures all diseases affecting subject.
Hampers vision & movement in cylinder (40radius,
20 high)
Creates a magic booby trap.
You can talk to plants and plant creatures.
Creatures in area take 1d4 damage, may be slowed.
(20 sq /LVL)
Sculpts stone into any shape. (10 cu. + 1 cu. /LVL)
RANGE
Medium
DURATION
1 min/LVL
Touch
Instant
Touch
Touch
Instant
10 min/LVL
Long
Instant
Touch
Personal
1 min/LVL
10 min/LVL
Touch
Instant
Long
Instant
Touch
Instant
Touch
10 min/LVL
Medium
Instant
Touch
Instant
Long
1 round/LVL
Touch
Personal
Instant
1 min/LVL
Medium
1 hour/LVL
Touch
Instant
Close
1 round/LVL
Touch
2 hours/LVL
Medium
1 round/LVL
EFFECT
Subject treads on air as if solid (climb or descend at
RANGE
Touch
DURATION
10 min/LVL
Pathfinder LITE
Antiplant Shell
Blight
Command Plants
Control Water
Cure Serious Wounds
Dispel Magic
Flame Strike
Freedom of Movement
Giant Vermin
Ice Storm
Reincarnate
Repel Vermin
Rusting Grasp
Scrying
Summon Nature's Ally
IV
5th Level Druid Spells
SPELL NAME
Animal Growth
Atonement
Awaken
Baleful Polymorph
Call Lightning Storm
Commune with Nature
Control Winds
Cure Critical Wounds
Death Ward
Hallow
Insect Plague
Stoneskin
Pathfinder LITE
45-degree angle).
Keeps animated plants at bay.
Withers one plant or deals 1d6/level damage to plant
creature.
Sways the actions of plant creatures. 2 HD/level of
plant creatures, no two of which can be more than 30
ft. apart
Raises or lowers bodies of water. 10 ft./level by 10
ft./level by 2 ft./level
Cures 3d8 points of damage + 1 point per caster level
(maximum +15)
Cancels one magical spell or effect on spellcaster,
creature, or object
Smites foes with divine fire (1d6/level damage).
cylinder (10-ft. radius, 40-ft. high)
Subject moves normally despite impediments to
movement.
Turns centipedes, scorpions, or spiders into giant
vermin.
Hail deals 5d6 damage in cylinder 40 ft. across.
cylinder (20-ft. radius, 40 ft. high)
Brings dead subject back in a random body.
Insects, spiders, and other vermin stay 10 ft. away.
10-ft.-radius emanation centered on you.
Your touch corrodes iron and alloys. One nonmagical
ferrous object (or the volume of the object within 3 ft.
of the touched point) or one ferrous creature
Spies on subject from a distance.
10
1 min/LVL
Touch
Instant
Close
1 day/LVL
Long
10 min/LVL
Touch
Instant
Medium
Instant
Medium
Instant
Touch
10 min/LVL
Close
1 min/LVL
Long
1 round/LVL
Touch
Instant
10
10 min/LVL
Touch
Instant
Close
1 min/LVL
Close
1 round/LVL
EFFECT
One animal doubles in size.
Removes burden of misdeeds from subject the
creature is truly repentant and desirous of setting
right its misdeeds.
Animal or tree gains human intellect.
Permanently transforms subject into harmless animal.
As call lightning, but 5d6 damage per bolt. One or
more 30-ft.-long vertical lines of lightning
Learn about terrain for 1 mile/level.
Changes wind direction and speed. 40 ft./level radius
cylinder 40 ft. high
Cures 4d8 damage + 1/level (max +20).
Grants bonuses against death spells and negative
energy.
Designates location as holy. 40 radius emanating
from the touched point
Swarms of wasps attack creatures. One swarm of
wasps per three levels
Grants DR 10/adamantine.
RANGE
Medium
DURATION
1 min/LVL
Touch
Instant
Touch
Close
Instant
Instant
Long
1 min/LVL
Personal
Instant
40/LVL
10 min/LVL
Touch
Instant
Touch
1 min/LVL
Touch
Instant
Long
1 min/LVL
Touch
10 min/LVL
-36-
Wall of Fire
Wall of Thorns
6th Level Druid Spells
SPELL NAME
Antilife Shell
Bear's Endurance, Mass
Bull's Strength, Mass
Cat's Grace, Mass
Cure Light Wounds,
Mass
Dispel Magic, Greater
Path
Fire Seeds
Ironwood
Liveoak
Move Earth
Owl's Wisdom, Mass
Repel Wood
Spellstaff
Stone Tell
Summon Nature's Ally
VI
Transport via Plants
Wall of Stone
7th Level Druid Spells
SPELL NAME
Animate Plants
Changestaff
Control Weather
Creeping Doom
-37-
Close
1 round/LVL
Medium
Instant
Medium
Instant
Personal
1 hour/LVL
Touch
Instant
Medium
Concentration
+1
round/LVL
Medium
10 min/LVL
EFFECT
10-ft.-radius field ,centered on you, hedges out living
creatures.
As bear's endurance, affects 1 subject/level.
As bull's strength, affects 1 subject/level.
As cat's grace, affects one subject/level.
RANGE
DURATION
10
1 min/LVL
Touch
Touch
Touch
1 min/LVL
1 min/LVL
1 min/LVL
Touch
Instant
Medium
Touch
Touch
Touch
Touch
Instant
10 min/LVL
10 min/LVL
1 day/LVL
1 day/LVL
Long
Instant
Touch
1 min/LVL
60
1 min/LVL
Touch
Personal
Instant
1 min/LVL
Close
1 round/LVL
Long
1 round
Medium
Instant
RANGE
Close
DURATION
1 round/LVL
Touch
2 Miles
Close
1 hour/LVL
4d12 hours
1 round/LVL
EFFECT
One or more plants animate and fight for you. One
Large plant per three caster levels
Your staff becomes a treant on command.
Changes weather in 2mi radius circle centered on you.
Four swarms of centipedes attack at your command.
Pathfinder LITE
Cure Moderate
Wounds, Mass
Fire Storm
Heal
Scrying, Greater
Summon Nature's Ally
VII
Sunbeam
Transmute Metal to
Wood
True Seeing
Wind Walk
Touch
Instant
Medium
Touch
Instant
Instant
Close
Close
1 min/LVL
1 round/LVL
60
1 round/LVL
Long
Instant
Touch
Touch
1 min/LVL
1 hour/LVL
RANGE
Close
DURATION
1 hour/LVL
Close
1 min/LVL
Touch
Instant
Long
Close
60
Medium
1 round
Instant
1 round/LVL
1 round/LVL
Close
1 round/LVL
Long
Instant
Long
1 round/LVL
Unlimited
Instant
EFFECT
Object or location affected by spell repels certain
creatures. One location (up to a 10-ft. cube/level) or
one object.
RANGE
DURATION
Close
2 hours/LVL
Touch
Instant
Medium
Touch
10 min/LVL
10 min/LVL
Touch
Instant
Medium
7 days
Personal
10 min/LVL
Long
Concentration
-38-
Sympathy
-39-
Close
2 hours/LVL
Pathfinder LITE
Fighter
History: Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to
protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their
bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate
lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques
of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more
than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of
metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies.
Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who
dare stand against them.
Description: Fighters wear any kind of armor and any shield. They get a +3 bonus to Physical skill.
Fighters use their Combat Prowess to execute special abilities.
Combat Prowess: Allows a fighter to execute special abilities.
Amount: Combat Prowess = 1 per Fighter level which is replenished after 8 hours of rest.
Usage: Using Combat Prowess is a free action applied to a fighters next action.
NAME
Weapon Training
Bravery
DESCRIPTION
+1 ATK & +1 DMG.
+1 to Will saves.
Martial Combat
Change Weapons
Front Line
Taunt
Cleave
Precise Shot
Team Tactics
Pinpoint Target
Damage Reduction
COST
1 per Prowess
1 per 2
Prowess
1 per 2
Prowess
DURATION
1 turn
1 encounter
2 Prowess
Instant
2 Prowess
2 Prowess
1 per 3
Prowess
3 Prowess
5 Prowess
10 Prowess
10 Prowess
1 encounter
Instant
1 turn
1 turn
1
1
1
1
turn
encounter
turn
encounter
Class Features:
Brawler: (LVL 1) Improvised weapons deal 1d4 DMG and do not suffer attack penalties.
Shield Bash: (LVL 1) Fighters may make a melee ATK with their shield. Successful shield
bashes deal 1d4 DMG or 1d4+2 DMG for spiked shields.
Combat Experience: (LVL 1) Every 5th level a fighter gains +1 ATK and +1 DMG
(1,5,10,15,20)
Pathfinder LITE
-40-
Monk
History: For the truly exemplary, martial skill transcends the battlefieldit is a lifestyle, a doctrine, a
state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding
weapons within themselves just as capable of crippling or killing as any blade. Monks elevate their bodies
to become weapons of war, from battle-minded ascetics to self-taught brawlers. They tread the path of
discipline, and those with the will to endure that path discover within themselves not what they are, but
what they are meant to be.
Description: Monks do not wear armor or shields. They gain +2 to Physical and +1 to Knowledge skills.
A monks Unarmed Strikes are considered light, magic weapons with damage increasing 1 die size every 5
levels (1d6, 1d8, 1d10, 1d12) These warrior-artists can use Ki to unleash special abilities.
Ki: A pool of supernatural energy a monk can manipulate, learn to control, and unleash to make their
actions more powerful. It also makes a monk's natural weapons count as magic weapons; such as
Unarmed Strikes with hands, feet, elbows, knees, head, or any other part of their body used as a
weapon. .
Amount: Ki = 1 per Monk level. Ki is restored daily after a full nights rest plus meditation.
Usage: Ki is used as a free action that instantly applies to the next action being taken
NAME
Sprint
EFFECT
Run an additional 5'
Dodge
+1 dodge bonus to AC
Leap
+1 to Jump check
Spider Monkey
+1 to Climb check
Wholeness of
Body
Ki Strike
Heal 1 HP
Evasion
+1 Reflex save
Still Mind
+1 Will save
Flurry
Slow Fall
Purity of Body
Improved Evasion
Harmonize Body
Abundant Step
Soul of Zen
Quivering Palm
COST
5 per
Ki
1 per
Ki
1 per
Ki
1 per
Ki
1 per
Ki
1 per
Ki
1 per
Ki
1 per
Ki
1 per
Ki
5 Ki
7 Ki
9 Ki
DURATION
1 turn
11 Ki
12 Ki
instant
1 turn
13 Ki
1 day
15 Ki
1 turn
17 Ki
1 day
1 encounter
1 encounter
1 encounter
instant
1 turn
1 turn
1 turn
1 turn
1 fall
instant
1 day
19 Ki
10 rounds
Pathfinder LITE
Pathfinder LITE
-42-
Paladin
History: Through a select, worthy few shines the power of the divine. Called paladins, these noble souls
dedicate their lives to the battle against evil. Knights, crusaders, and law-bringers, paladins seek not just
to spread divine justice but to embody the teachings of the virtuous deities they serve. In pursuit of their
lofty goals, they adhere to ironclad laws of morality and discipline. As rewards for their righteousness,
these holy champions are bestowed with sublime blessings to aid them in their quests: powers to smite
evil, heal the innocent, and inspire the faithful. Although their convictions might lead them into conflict
with the very souls they would save, paladins weather endless challenges of faith and dark temptations,
risking their lives to do right and fighting to bring about a brighter future.
Description: These holy champions may wear any kind of armor and use shields. They have a +1 bonus
to Physical and a +2 bonus to Communication. They are consecrated with Righteous Favor and Holy
Magic. A character must be of Lawful Good alignment to be a Paladin
Righteous Favor: The Paladin may draw upon this Righteous Favor to aid themselves and their allies.
Amount: Righteous Favor = 1 Favor per Paladin Level. Rejuvenated after a full nights rest in
addition to worshiping their deity.
Usage: Favor is used as a free action applied to the next action being taken.
NAME
Smite Evil
Aura of Courage
Lay on Hands
Afflict Undead
Aura of Righteousness
Virtuous Armor
Aura of Justice
Crusade
Devotional Healing
EFFECT
+1 ATK & AC vs. Evil
+1 to Will saves for allies within 10
Heal 1d6 HP on touched creature
1d6 DMG to touched undead
+2 to all saves for allies within 10
+4 AC armor bonus
Bestow Smite Evil upon allies within 10
2 additional attacks with no penalties
Heal 150 HP and wipe away all negative
afflictions
COST
per 1 Favor
per 1 Favor
per 2 Favor
per 2 Favor
per 4 Favor
6 Favor
9 Favor
12 Favor
18 Favor
DURATION
1 encounter
1 encounter
Instant
Instant
1 encounter
1 encounter
1 encounter
1 turn
Instant
Class Features:
Detect Evil: (LVL 1) At will a paladin may Detect Evil; same as the spell.
Divine Grace: (LVL 1) +1 to all saving throws every 5th level (1,5,10,15,20)
Immaculate Health: (LVL 3) Immune to all diseases including supernatural and magical
Holy Magic: (LVL 4) Able to cast spells from paladin spell list. Casting costs for paladins are paid with
Righteous Favor instead of Hit Points. The cost is Spell Level x 2.
Paladin Spells
1st
RANGE
DURATION
50
1 min/LVL
Touch
Close
Touch
Instant
Instant
Instant
Close
Instant
60
Personal
Concentration
1 min
Pathfinder LITE
st
Endure Elements
Protection from
Evil/Chaos
Read Magic
Resistance
Touch
24 hr
Touch
10 rounds/LVL
10 min/LVL
1 min
Instant
RANGE
Touch
Touch
Touch
Close
DURATION
1 min/LVL
1 hr/LVL
1 min/LVL
Instant
Touch
10 min/LVL
Close
1 hr/LVL
Close
24 hr
Close
1 min/LVL
RANGE
Touch
Touch
DURATION
Instant
10 min/LVL
Close
Concentration
Medium
Instant
Touch
10 min/LVL
Touch
1 min/LVL
40
1 round/LVL
Touch
Instant
Touch
Instant
RANGE
DURATION
Close
Instant
Touch
Instant
Touch
1 min/LVL
Touch
1 round/LVL
Touch
1 round / LVL
-44-
Mark of Justice
Mark of Justice
Restoration
-45-
Touch
Touch
Touch
Instant
Instant
Instant
Pathfinder LITE
Ranger
History: For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts,
trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill
at stalking even the most elusive game, and the expertise to defeat a wide range of quarries.
Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining
insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess.
While some track man-eating creatures to protect the frontier, others pursue more cunning gameeven
fugitives among their own people.
Description: Rangers use light or medium armor and can use light shields. They may cast spells using
Ranger Magic and gain special bonuses against their Favored Enemies. They eventually form a Hunters
Bond with an animal companion.
Class Features:
Favored Enemy: (LVL 1) Every 5th (1,5,10.15,20) LVL the ranger may choose a favored enemy
and gains +1 on all rolls made against any favored enemy target.
Aberration
Animal
Construct
Dragon
Fey
Humanoid (aquatic)
Humanoid (dwarf)
Humanoid (elf)
Humanoid (giant)
Humanoid (goblinoid)
Humanoid (gnoll)
Type (Subtype)
Humanoid (gnome)
Humanoid (halfling)
Humanoid (human)
Humanoid (orc)
Humanoid (reptilian)
Magical beast
Humanoid (other subtype)
Monstrous humanoid
Ooze
Outsider (air)
Outsider (chaotic)
Outsider (earth)
Outsider (evil)
Outsider (fire)
Outsider (good)
Outsider (lawful)
Outsider (native)
Outsider (water)
Plant
Undead
Vermin
Wild Empathy: (LVL 1) Natural diplomacy in order to improve the attitude of an animal within 30'
Hunters Bond: (LVL 4) A ranger may obtain a loyal animal companion. If this creature is lost, killed, or
destroyed the ranger may obtain a new one but it takes 24 hours to form a new bond. This creature will obey
simple two word commands to the best of its ability. The animal companions Level, Hit Dice, Ability Scores,
Skill Rank and any other stats are half of the rangers (round down). A companion has no Class Levels and
thus none of the special qualities that come with being any character class. They are considered to be a
magical creature once bound to a master
Share Spells: Any spell the ranger casts targeting themselves may also target the animal companion at
the same time but the animal must be within 5 of its master
Ranger Magic: (LVL 4) Able to cast ranger spells so long as long as they are able to cast a spells Spell Level
and have the HP to spend. Spell Level and HP cost are calculated as noted in the core rules for Magic.
Quarry: (LVL 11) Denote a target within line of sight as your quarry. Target must be a favored enemy and no
more than one quarry at a time. Additional +2 bonus to all rolls made against this target.
Improved Evasion: (LVL 16) Half DMG on failed Reflex saves and 0 DMG on successful Reflex saves.
Pathfinder LITE
-46-
Ranger Spells
1-Level Ranger Spells
NAME
DESCRIPTON
Compel an untamed, tiny, animal to carry a message to
Animal Messenger
a designated spot that you know of and wait until the
spell expires.
2d4 HD animals are soothed, quieted, and become
Calm Animals
docile.
1 animal perceives your words and actions in the most
Charm Animal
favorable way as if a trusted friend or ally.
Detect Animals or
Detect presence, health, and amount of plants&
Plants
animals.
Exist comfortably in conditions between -50 and 140
Endure Elements
degrees.
Plants entangle everyone in 40-ft. radius.; each round
Entangle
they get another chance to break free until duration
expires.
Hide from Animals
Animals can't perceive one subject/level.
+1 ATK & DMG on natural weapons. (Slam, bite, fist,
Magic Fang
claw, etc)
Ask questions of and receive answers from animals, but
Speak with Animals
the spell doesn't make them any more friendly than
normal.
RANGE
DURATION
Close
1 Day/LVL
Close
10
rounds/LVL
Close
1 hour/LVL
Long
Concentration
Touch
1 day
Long
10
rounds/LVL
Touch
Touch
Personal
10 min/LVL
10
rounds/LVL
10
rounds/LVL
RANGE
Touch
Touch
Hold Animal
Medium
Snare
Speak with Plants
Touch
Personal
DURATION
10 min/LVL
Instant
1
round/LVL
Instant
1 min/LVL
Medium
1 hour/LVL
Medium
1
round/LVL
RANGE
DURATION
Close
1 day/LVL
Touch
Instant
Touch
Long
1 hour/LVL
Spike Growth
Wind Wall
Instant
mile
Long
Instant
Instant
Pathfinder LITE
Enrichment
Magic Fang, Greater
Reduce Animal
Water Walk
Pathfinder LITE
mile
Instant
Touch
Touch
Touch
1 min/LVL
2 hour/LVL
RANGE
Medium
Personal
DURATION
1 min/LVL
Instant
Touch
Instant
Touch
10 min/LVL
Personal
1 hour/LVL
10 min/LVL
-48-
Rogue
History: Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger,
rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect,
they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept
manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or
talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and
investigators all might be considered rogues, as well as countless other professions that rely upon wits,
prowess, or luck. Although many rogues favor cities and the innumerable opportunities of civilization,
some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in
pursuit of equally fantastic riches. In the end, any who desire to shape their fates and live life on their own
terms might come to be called rogues.
Description: Rogues use light armor but not shields. They have a +3 bonus to Subterfuge skill. Rogues
use their Talents to perform special abilities.
Talents:
Amount: Talent = 1 point of Talent per Rogue Level. Rejuvenated after a full nights rest.
Usage: Talent is used as a free action applied to the next action being taken.
NAME
Bleeding Attack
Fast Stealth
EFFECT
Sneak ATK causes target to bleed 1 DMG for 1 round
Sneaking does not slow down movement.
Acrobatics
Cat Climb
Nimble Fingers
Trap Dodge
Sap
Quick Disable
Magic Trick
Opportunist
Stunning Strike
Defensive
Tumble
Skill Mastery
COST
1 per Talent
1 turn per
Talent
+1 per Talent
+1 per 2
Talent
+1 per 2
Talent
+1 per 3
Talent
2 Talent
DURATION
1 round
1 turn
4 Talent
6 Talent
10 Talent
1 turn
Instant
1 turn
12 Talent
14 Talent
1d6 rounds
Instant
16 Talent
1 turn
1 turn
1 turn
1 turn
1 round
1 round per
Rogue LVL
Class Features:
Sneak Attack: (LVL 1) When a rogue successfully sneaks up on a foe they can add their Subterfuge skill rank to damage of their first attack. For a ranged weapon the target must be within
30.
-49-
Trapfinding: (LVL 1) Rogues are able to detect & disarm any trap; to include magic traps. Add
Rogue LVL / 2 (round up) to all perception checks made to search for traps or to disable devices.
Improved Evasion: (LVL 9) Half DMG on failed Reflex saves and 0 DMG on successful Reflex
saves.
Pathfinder LITE
Sorcerer
History: Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of
fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and
draw forth might few mortals can imagine. Emboldened by lives ever threatening to be consumed by their
innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities,
gradually learning how to harness their birthright and coax forth ever greater arcane feats. Just as varied
as these innately powerful spellcasters' abilities and inspirations are the ways in which they choose to
utilize their gifts. While some seek to control their abilities through meditation and discipline, becoming
masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often
explosive results.
Description: Sorcerers wear no armor or shields. They gain a +3 bonus to Knowledge skill. Sorcerers
are able to cast any arcane spell in SRD and have a Familiar to aid them in their quests.
Class Features:
Arcane Magic: (LVL 1) Sorcerers can cast any arcane spell in the SRD as long as they are able
to cast a spells Spell Level and have the HP to spend.
Somatic Casting: (LVL 1) A sorcerers hands must be free in order to cast Arcane Magic.
Familiar: (LVL 1) Begin play with a tiny, loyal, creature. If this creature is lost, killed, or
destroyed the sorcerer may obtain a new one but it takes 1 week to form a new bond. This
creature will obey simple two word commands to the best of its ability. The familiars Level, Hit
Dice, Ability Scores, Skill Rank and any other stats are half of the sorcerers (round down). A
familiar has no Class Levels and thus none of the special qualities that come with being any
character class. They are considered to be a magical creature once bound to a master.
Share Spells: Any spell the sorcerer casts targeting themselves may also target the familiar
at the same time but the familiar must be within 5 of its master.
Deliver Touch Spell: A sorcerer may cast a touch spell, touch their familiar, and then order
the familiar to deliver the touch spell to a target. The familiar then makes a magic touch ATK
vs. the target.
Empathic Link: The familiar and master share an empathic link which they use to
communicate only general emotional content between one another.
Symbiotic Bond: Both sorcerer and familiar gain +1 to any skill check while bound to one
another.
Bloodline Magic: (LVL 1) Sorcerers live and breathe that which wizards devote their lives to
mastering and for them magic is more than a field of study; it is life itself. This derives from
their linage and can manifest from many different sources. Perhaps a celestial being has
bestowed power upon your bloodline, an infernal beast has spread its filth into your linage, an
ancestor made a pact with a supernatural creature, a relative became an undead abomination,
or perhaps your arcane bloodline begins with you and your story.
Sorcerer Spells
RANGE
Touch
Close
DURATION
1 min
Instant
60
Concentration
Close
Instant
Personal
10 min
-50-
Daze
Dancing Lights
Flare
Light
Ray of Frost
Ghost Sound
Bleed
Disrupt Undead
Touch of Fatigue
Mage Hand
Mending
Message
Open/Close
Close
1 round
Medium
1 min
Close
Touch
Close
Close
Close
Close
Touch
Instant
10 min/LVL
Instant
1 round/LVL
Instant
Instant
1 round/LVL
Close
Concentration
10
Instant
Medium
10 min/LVL
Close
Instant
RANGE
DURATION
Close
2 hr/LVL
Touch
Medium
24 hr
1 min/LVL
Touch
1 min/LVL
Personal
Close
Touch
Close
1
1
1
2
20
1 min/lLVL
Close
1 round/LVL
Close
1 hr/LVL
Personal
10 min/LVL
60
Concentration
60
60
Personal
Close
Concentration
3 rounds/LVL
Special
1 hr/LVL
Close
2d4 hr
Medium
1 min/LVL
15
Instant
Close
1 hr/LVL
min/LVL
min/LVL
hr/LVL
hr/LVL
Pathfinder LITE
Magic Missile
Shocking Grasp
Color Spray
Disguise Self
Magic Aura
Silent Image
Ventriloquism
Cause Fear
Chill Touch
Ray of Enfeeblement
Animate Rope
Enlarge Person
Expeditious Retreat
Feather Fall
Jump
Magic Weapon
Reduce Person
lbs./level.
1d4+1 damage; +1 missile per two levels above 1st
(max 5); no two of which can be more than 15 ft.
apart.
Touch delivers 1d6/level electricity damage (max
5d6).
Knocks unconscious, blinds, and/or stuns weak
creatures in cone-shaped burst.
Changes your appearance.
Alters object's magic aura of one touched object
weighing up to 5 lbs./level.
Creates minor illusion of your design. Visual figment
that cannot extend beyond four 10-ft. cubes + one
10-ft. cube/level
Throws voice for 1 min./level.
One creature of 5 HD or less flees for 1d4 rounds.
One touch/level deals 1d6 damage and possibly 1 Str
damage.
Ray causes 1d6 Str penalty + 1 per 2 levels.
Makes a rope move at your command. One rope-like
object, length up to 50 ft. + 5 ft./level
Humanoid creature doubles in size.
Your base speed increases by 30 ft.
Objects or creatures fall slowly. One Medium or
smaller free-falling object or creature/level, no two of
which may be more than 20 ft. apart.
Subject gets bonus on Acrobatics checks.
Weapon gains +1 bonus.
Humanoid creature halves in size.
Medium
Instant
Touch
Instant
15
Instant
Personal
10 min/LVL
Touch
1 day/LVL
Long
Concentration
Close
Close
1 min/LVL
1d4 rounds
Touch
Instant
Close
1 round/LVL
Medium
1 round/LVL
Close
Personal
1 min/LVL
1 min/LVL
Close
1 round/LVL
Touch
Touch
Close
1 min/LVL
1 min/LVL
1 min/LVL
RANGE
DURATION
Touch
Instant
Touch
Touch
8 hr
1 hr/LVL
Touch
10 min/LVL
Medium
1 round/LVL
+1
10 min/LVL
Medium
1 round/LVL
Close
Concentration
+2
Medium
10 min/LVL
60
Concentration
Long
1 min/LVL
Personal
10 min/LVL
Long
-52-
Daze Monster
Hideous Laughter
Touch of Idiocy
Continual Flame
Darkness
Medium
Close
Touch
Touch
Touch
1 round
1 round/LVL
10 min/LVL
Instant
1 min/LVL
Medium
1 round/LVL
60
1 round
Close
Instant
Close
Instant
Touch
1 min/LVL
Concentration
+2
Magic Mouth
Minor Image
Long
Mirror Image
Flaming Sphere
Gust of Wind
Scorching Ray
Shatter
Blur
Hypnotic Pattern
Invisibility
Misdirection
Phantom Trap
Blindness/Deafness
False Life
Ghoul Touch
Scare
Spectral Hand
Alter Self
Bear's Endurance
Bull's Strength
Cat's Grace
Darkvision
Eagle's Splendor
Fox's Cunning
Knock
Levitate
Make Whole
Owl's Wisdom
-53-
Medium
Touch
1 min/LVL
Close
Personal
Instant
Concentration
+2
1 min/LVL
Close
1 hr/LVL
Touch
Medium
Personal
Instant
Instant
1 hour/LVL
1d6+2
rounds
Touch
Medium
1 round/LVL
Medium
1 min/LVL
Personal
Touch
Touch
Touch
Touch
Touch
Touch
1
1
1
1
1
1
1
Medium
Instant
Personal
1 min/LVL
Close
Instant
Touch
1 min/LVL
min/LVL
min/LVL
min/LVL
min/LVL
hr/LVL
min/LVL
min/LVL
Pathfinder LITE
Pyrotechnics
Rope Trick
Spider Climb
Whispering Wind
EFFECT
Cancels one magical spell or effect.
Deals 6d6 damage when read. Oe touched object
weighing no more than 10 lbs.
As protection spells, but 10-ft. radius and 10
min./level.
Hides subject from divination, scrying.
Absorbs 12 points/level of damage from one kind
of energy.
Magic horse appears for 1 hour/level. On quasireal, horse-like creature
Creates text symbol that immobilizes reader. Oe
touched book or written work
Hampers vision and movement in a cylinder (40-ft.
radius, 20 ft. high).
Nauseating vapors, 1 round/level in a cloud spread
in 20-ft. radius, 20 ft. high.
Summons extraplanar creature to fight for you.
Magical auras become visible to you.
Hear or see at a distance for 1 min./level.
Speak and understand any language.
Puts 10 HD of creatures to sleep.
Gives +2 bonus on attack rolls, saves, skill checks.
Paralyzes one humanoid for 1 round/level.
Gives +2 to Str and Con, +1 on Will saves, 2 to
AC. One willing living creature per three levels, no
two of which may be more than 30 ft. apart
Compels a subject to follow stated course of
action.
60-ft. radius of bright light.
1d6 damage per level, 20-ft. radius.
Electricity deals 1d6/level damage in a 120-ft. line.
Creates shelter for 10 creatures in 20-ft.-radius
sphere centered on your location.
Deflects arrows, smaller creatures, and gases.
Wall up to 10 ft./level long and 5 ft./level high
Attacks miss subject 50% of the time.
Only select creatures can read text. One touched
object weighing no more than 10 lbs.
Makes everyone within 10 ft. invisible.
As silent image, plus sound, smell and thermal
Long
1d4 +1
rounds
Touch
1 hour/LVL
Touch
10 min/LVL
1 mile
1 hr/LVL
RANGE
Medium
DURATION
Instant
Touch
Instant
Touch
10 min/LVL
Touch
1 hr/LVL
Touch
10 min/LVL
1 hr/LVL
Touch
Instant
Long
1 hr/LVL
Medium
1 round/LVL
Close
Personal
Long
Touch
Close
Touch
Medium
1 round/LVL
1 min/LVL
1 min/LVL
10 min/LVL
1 min/LVL
10 min/LVL
1 round/LVL
Medium
Concentration
+1 round/LVL
Close
1 hr/LVL
Touch
Long
120
10 min/LVL
Instant
Instant
20
2 hr/LVL
Medium
1 round/LVL
Touch
1 round/LVL
Touch
1 day/LVL
Touch
Long
1 min/LVL
Concentration
-54-
Gentle Repose
Halt Undead
Ray of Exhaustion
Vampiric Touch
Beast Shape I
Blink
Flame Arrow
Fly
Gaseous Form
Haste
Keen Edge
Magic Weapon, Greater
Secret Page
Shrink Item
Slow
Water Breathing
+3 round/LVL
Touch
1 day/LVL
Medium
1 round/LVL
Close
1 min/LVL
Touch
1 hr
Personal
1 min/LVL
Personal
1 round/LVL
Close
10 min/LVL
Touch
Touch
1 min/LVL
2 min/LVL
Close
1 round/LVL
Close
10 min/LVL
Touch
1 min/LVL
Touch
Instant
Touch
1 day/LVL
Close
1 round/LVL
Touch
2 hr/LVL
RANGE
Medium
Touch
DURATION
1 min/LVL
Instant
10
1 round/LVL
Touch
Touch
Medium
Instant
10 min/LVL
1 round/LVL
Long
Instant
1 hr/LVL
Close
2 hr/LVL
Medium
1 min/LVL
Pathfinder LITE
Summon Monster IV
Arcane Eye
Detect Scrying
Locate Creature
Scrying
Charm Monster
Confusion
Crushing Despair
Geas, Lesser
Fire Shield
Ice Storm
Resilient Sphere
Shout
Wall of Fire
Wall of Ice
Hallucinatory Terrain
Illusory Wall
Invisibility, Greater
Phantasmal Killer
Rainbow Pattern
Shadow Conjuration
Animate Dead
Bestow Curse
Contagion
Enervation
Fear
Beast Shape II
Pathfinder LITE
Close
Unlimited
1 round/LVL
1 min/LVL
40
24 hr
Long
10 min/LVL
Special
Close
1 min/LVL
1 day/LVL
Medium
1 round/LVL
30
1 min/LVL
Close
1 day/LVL
Personal
1 round/LVL
Long
1 round/LVL
Close
1 min/LVL
30
Instant
Medium
Concentration
+1 round/LVL
Medium
1 min/LVL
Long
2 hr/LVL
Close
Instant
Touch
1 min/LVL
Medium
Instant
Concentration
+1 round/LVL
Medium
Special
Special
Touch
Instant
Touch
Instant
Touch
Close
Instant
Instant
30
1 round/LVL
Personal
1 min/LVL
-56-
Elemental Body I
Enlarge Person, Mass
Mnemonic Enhancer
Reduce Person, Mass
Stone Shape
Personal
Close
Personal
1 min/LVL
1 min/LVL
Instant
Close
1 min/LVL
Touch
Instant
RANGE
DURATION
Close
Instant
Close
Instant
Close
24 hr
Medium
1 min/LVL
Close
Special
Close
Special
Close
Instant
Special
60 days
Close
1 round/LVL
Touch
Instant
Medium
Instant
Personal
1 mile
Concentration
1 hr/LVL
Close
10 min/LVL
Close
Medium
Medium
1 day/LVL
Instant
1 round/LVL
Medium
Special
Special
60
Medium
Special
Instant
1 round/LVL
Special
Close
1 round/LVL
Pathfinder LITE
Dream
False Vision
Mirage Arcana
Nightmare
Persistent Image
Seeming
Shadow Evocation
Blight
Magic Jar
Symbol of Pain
Waves of Fatigue
Animal Growth
Baleful Polymorph
Beast Shape III
Elemental Body II
Fabricate
Overland Flight
Passwall
Plant Shape I
Polymorph
Telekinesis
Transmute Mud to
Rock
Transmute Rock to
Mud
Permanency
Unlimited
Special
Touch
1 hr/LVL
Long
2 hr/LVL
Unlimited
Instant
Long
1 min/LVL
Close
12 hr
Special
Special
Touch
Instant
Medium
Special
1 hr/LVL
Special
30
Instant
Medium
Close
1 min/LVL
Instant
Personal
1 min/LVL
Personal
1 min/LVL
Close
Instant
Personal
1 hr/LVL
Touch
1 hr/LVL
Personal
1 min/LVL
Touch
1 min/LVL
Long
Special
Medium
Instant
Medium
Instant
Special
Instant
RANGE
DURATION
10
10 min/LVL
Medium
Instant
10
1 round/LVL
Special
2 hr/LVL
-58-
Repulsion
Acid Fog
Planar Binding
Summon Monster VI
Wall of Iron
Analyze Dweomer
Legend Lore
True Seeing
Geas/Quest
Heroism, Greater
Suggestion, Mass
Symbol of Persuasion
Chain Lightning
Contingency
Forceful Hand
Freezing Sphere
Mislead
Permanent Image
Programmed Image
Shadow Walk
Veil
Circle of Death
Create Undead
Eyebite
Symbol of Fear
Undeath to Death
Bear's Endurance, Mass
Beast Shape IV
Bull's Strength, Mass
Cat's Grace, Mass
Control Water
Disintegrate
-59-
10 /LVL
1 round/LVL
Medium
1 round/LVL
Close
Close
Instant
1 round/LVL
Medium
Instant
Close
1 round/LVL
Personal
Touch
Close
Special
1 min/LVL
1 day/LVL
Touch
10 min/LVL
Close
Special
1 hr/LVL
Special
Long
Instant
Personal
Medium
Long
Close
1 day/LVL
1 round/LVL
Special
Special
Long
Instant
Long
Special
Touch
1 hr/LVL
Long
Concentration
+1 hr/LVL
Medium
Instant
Close
Instant
Close
Special
1 round/LVL
Special
Medium
Instant
Close
1 min/LVL
Personal
1 min/LVL
Close
Close
1 min/LVL
1 min/LVL
Long
10 min/LVL
Medium
Instant
Pathfinder LITE
Close
Personal
Medium
Personal
Close
Personal
1 min/LVL
1 min/LVL
Instant
1 min/LVL
1 min/LVL
Instant
Long
Instant
Close
Personal
1 min/LVL
1 min/LVL
Medium
Instant
Personal
1 round/LVL
RANGE
Close
DURATION
Instant
Touch
1 day/LVL
Personal
Special
Special
Special
Close
2 hr/LVL
Touch
Special
Touch
Instant
Close
Touch
1 round/LVL
Instant
Touch
Instant
Personal
1 min/LVL
Special
Personal
Medium
Medium
Close
Special
Long
1 min/LVL
Special
1 round/LVL
Instant
Special
Special
5 rounds or
less
1 round/LVL
Close
-60-
Grasping Hand
Mage's Sword
Prismatic Spray
Invisibility, Mass
Project Image
Shadow Conjuration,
Greater
Simulacrum
Control Undead
Finger of Death
Symbol of Weakness
Waves of Exhaustion
Control Weather
Elemental Body IV
Ethereal Jaunt
Form of the Dragon II
Giant Form I
Plant Shape III
Polymorph, Greater
Reverse Gravity
Statue
Limited Wish
Medium
Close
60
1 round/LVL
1 round/LVL
Instant
Touch
1 min/LVL
Medium
Special
1 round/LVL
Special
0
Close
Instant
1 min/LVL
Close
Special
60
Instant
Special
Instant
2 mile
4d12 hr
Personal
Personal
Personal
Personal
Personal
Touch
1
1
1
1
1
1
Medium
1 round/LVL
Touch
Special
1 hr/LVL
Special
min/LVL
round/LVL
min/LVL
min/LVL
min/LVL
min/LVL
RANGE
DURATION
Medium
1 day/LVL
Close
24 hr
Close
10 min/LVL
Touch
10 min/LVL
Medium
1 round/LVL
Close
Special
Close
Instant
Close
Close
1 round/LVL
Instant
Pathfinder LITE
Discern Location
Unlimited
Instant
Personal
1 hour/LVL
1 mile
1 hr/LVL
Close
2 hr/LVL
Close
Special
Close
1 day/LVL
Demand
Special
Irresistible Dance
Touch
Close
Special
Special
1d4+1
rounds
Special
Special
Close
2 hr/LVL
Medium
1 round/LVL
Medium
Instant
30
Instant
Long
Instant
Close
1 min/LVL
Close
Concentration
+2 rounds
Close
24 hr
Special
Special
0
Close
Instant
Instant
Long
Instant
Special
Personal
Personal
Personal
Special
1 min/LVL
1 min/LVL
1 min/LVL
Close
Special
Touch
Instant
Moment of Prescience
Prying Eyes, Greater
Antipathy
Binding
Charm Monster, Mass
Sympathy
Clenched Fist
Polar Ray
Shout, Greater
Sunburst
Telekinetic Sphere
Scintillating Pattern
Screen
Shadow Evocation,
Greater
Clone
Create Greater Undead
Horrid Wilting
Symbol of Death
Form of the Dragon III
Giant Form II
Iron Body
Polymorph Any Object
Temporal Stasis
RANGE
Close
Touch
10
DURATION
Instant
Instant
10 min/LVL
-62-
Gate
Refuge
Summon Monster IX
Teleportation Circle
Foresight
Dominate Monster
Hold Monster, Mass
Power Word Kill
Crushing Hand
Meteor Swarm
Shades
Weird
Astral Projection
Energy Drain
Soul Bind
Wail of the Banshee
Etherealness
Shapechange
Medium
Touch
Close
Special
Instant
1 round/LVL
10 min/LVL
Touch
Close
Medium
Close
10 min/LVL
1 day/LVL
1 round/LVL
Instant
Medium
1 round/LVL
Long
Instant
Special
Special
Medium
Instant
Touch
Special
Close
Close
Instant
Instant
Close
Instant
Touch
1 min/LVL
Personal
10 min/LVL
Time Stop
Personal
Wish
Special
-63-
1d4+1
rounds
Special
Pathfinder LITE
Wizard
History: Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond
mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and
terriblesuch mysteries call to those with the ambition and the intellect to rise above the common folk to
grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet
esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While
some might choose a particular field of magical study and become masters of such powers, others
embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a
cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to
their every desire.
Description: Wizards wear no armor or shields. They gain a +3 bonus to Knowledge skill. Wizards are
able to cast any arcane spell in SRD and utilize their Esoteric Object to facilitate their magic.
Class Features:
Arcane Magic: (LVL 1) Wizards can cast any arcane spell in the SRD as long as they are able to
cast a spells Spell Level and have the HP to spend.
Esoteric Object: (LVL 1) Begin play with one of the following masterwork items: amulet, ring,
staff, wand, or weapon. If this object is lost or destroyed the wizard may obtain a new
masterwork item to replace it but it takes 1 week to form a new bond. Once per day this object
can be used to cast a spell which costs 0 HP but is otherwise cast the same way as if the wizard
itself had cast it.
Focus Casting: (LVL 1) A wizard must have some object to focus upon in order to cast a spell.
Either their esoteric object must be equipped or their spell book held.
Study of Magic: (LVL 1) Wizards are able to harness the power of magic through devoted
study of the arcane arts. Their magical knowledge is recorded in a book of spells. A wizard
spends time every day studying magic in some form. This could be reviewing their spell book,
learning from someone, researching arcane lore, watching ritualistic performances, trying a new
incantation or some other form of study.
Wizard Spells
EFFECT
Subject gains +1 on saving throws.
One orb missile of acid deals 1d3 acid damage.
Detects all spells and magic items within 60 ft coneshaped emanation.
Detects poison in one creature, small object, or 5-ft.
cube.
Read scrolls and spellbooks.
A single humanoid creature with 4 HD or less loses its
next action.
Creates torches or other lights. Up to four lights, all
within a 10-ft.-radius area.
Dazzles one creature (1 on attack rolls).
Object shines like a torch.
Ray deals 1d3 cold damage.
Figment sounds.
Cause a stabilized creature to resume dying.
Deals 1d6 damage to one undead.
Touch attack fatigues target.
RANGE
Touch
Close
DURATION
1 min
Instant
60
Concentration
Close
Instant
Personal
10 min
Close
1 round
Medium
1 min
Close
Touch
Close
Close
Close
Close
Touch
Instant
10 min/LVL
Instant
1 round/LVL
Instant
Instant
1 round/LVL
-64-
Mage Hand
Mending
Message
Open/Close
Close
Concentration
10
Instant
Medium
10 min/LVL
Close
Instant
RANGE
DURATION
Close
2 hr/LVL
Touch
Medium
24 hr
1 min/LVL
Touch
1 min/LVL
Personal
Close
Touch
Close
1
1
1
2
20
1 min/lLVL
Close
1 round/LVL
Close
1 hr/LVL
Personal
10 min/LVL
60
Concentration
60
60
Personal
Close
Concentration
3 rounds/LVL
Special
1 hr/LVL
Close
2d4 hr
Medium
1 min/LVL
15
Instant
Close
1 hr/LVL
Medium
Instant
Touch
Instant
15
Instant
Personal
10 min/LVL
Touch
1 day/LVL
Long
Concentration
min/LVL
min/LVL
hr/LVL
hr/LVL
Pathfinder LITE
Ventriloquism
Cause Fear
Chill Touch
Ray of Enfeeblement
Animate Rope
Enlarge Person
Expeditious Retreat
Feather Fall
Jump
Magic Weapon
Reduce Person
Close
Close
1 min/LVL
1d4 rounds
Touch
Instant
Close
1 round/LVL
Medium
1 round/LVL
Close
Personal
1 min/LVL
1 min/LVL
Close
1 round/LVL
Touch
Touch
Close
1 min/LVL
1 min/LVL
1 min/LVL
RANGE
DURATION
Touch
Instant
Touch
Touch
8 hr
1 hr/LVL
Touch
10 min/LVL
Medium
1 round/LVL
+1
10 min/LVL
Medium
1 round/LVL
Close
Concentration
+2
Medium
10 min/LVL
60
Concentration
Long
1 min/LVL
Personal
Medium
Close
Touch
Touch
Touch
10 min/LVL
1 round
1 round/LVL
10 min/LVL
Instant
1 min/LVL
Medium
1 round/LVL
60
1 round
Close
Instant
Long
-66-
Magic Mouth
Minor Image
Long
Mirror Image
Personal
Instant
Concentration
+2
1 min/LVL
Close
1 hr/LVL
Touch
Medium
Personal
Instant
Instant
1 hour/LVL
1d6+2
rounds
Shatter
Blur
Hypnotic Pattern
Invisibility
Misdirection
Phantom Trap
Blindness/Deafness
False Life
Ghoul Touch
Scare
Spectral Hand
Alter Self
Bear's Endurance
Bull's Strength
Cat's Grace
Darkvision
Eagle's Splendor
Fox's Cunning
Knock
Levitate
Make Whole
Owl's Wisdom
Pyrotechnics
Rope Trick
Spider Climb
Whispering Wind
3rd Level Wizard Spells
SPELL NAME
Dispel Magic
-67-
EFFECT
Cancels one magical spell or effect.
Close
Instant
Touch
1 min/LVL
Concentration
+2
Medium
Touch
1 min/LVL
Close
Touch
Medium
1 round/LVL
Medium
1 min/LVL
Personal
Touch
Touch
Touch
Touch
Touch
Touch
1
1
1
1
1
1
1
Medium
Instant
Personal
1 min/LVL
Close
Instant
Touch
1 min/LVL
1d4 +1
rounds
Long
min/LVL
min/LVL
min/LVL
min/LVL
hr/LVL
min/LVL
min/LVL
Touch
1 hour/LVL
Touch
10 min/LVL
1 mile
1 hr/LVL
RANGE
Medium
DURATION
Instant
Pathfinder LITE
Explosive Runes
Magic Circle against
Chaos/Evil/Good/Law
Nondetection
Protection from Energy
Phantom Steed
Sepia Snake Sigil
Sleet Storm
Stinking Cloud
Summon Monster III
Arcane Sight
Clairaudience/Clairvoyance
Tongues
Deep Slumber
Heroism
Hold Person
Rage
Suggestion
Daylight
Fireball
Lightning Bolt
Tiny Hut
Wind Wall
Displacement
Illusory Script
Invisibility Sphere
Major Image
Gentle Repose
Halt Undead
Ray of Exhaustion
Vampiric Touch
Beast Shape I
Blink
Pathfinder LITE
Touch
Instant
Touch
10 min/LVL
Touch
1 hr/LVL
Touch
10 min/LVL
1 hr/LVL
Touch
Instant
Long
1 hr/LVL
Medium
1 round/LVL
Close
Personal
Long
Touch
Close
Touch
Medium
1 round/LVL
1 min/LVL
1 min/LVL
10 min/LVL
1 min/LVL
10 min/LVL
1 round/LVL
Medium
Concentration
+1 round/LVL
Close
1 hr/LVL
Touch
Long
120
10 min/LVL
Instant
Instant
20
2 hr/LVL
Medium
1 round/LVL
Touch
1 round/LVL
Touch
1 day/LVL
Touch
1 min/LVL
Long
Concentration
+3 round/LVL
Touch
1 day/LVL
Medium
1 round/LVL
Close
1 min/LVL
Touch
1 hr
Personal
1 min/LVL
Personal
1 round/LVL
-68-
Flame Arrow
Fly
Gaseous Form
Haste
Keen Edge
Magic Weapon, Greater
Secret Page
Shrink Item
Slow
Water Breathing
Close
10 min/LVL
Touch
Touch
1 min/LVL
2 min/LVL
Close
1 round/LVL
Close
10 min/LVL
Touch
1 min/LVL
Touch
Instant
Touch
1 day/LVL
Close
1 round/LVL
Touch
2 hr/LVL
RANGE
Medium
Touch
DURATION
1 min/LVL
Instant
10
1 round/LVL
Touch
Touch
Medium
Instant
10 min/LVL
1 round/LVL
Long
Instant
1 hr/LVL
Close
2 hr/LVL
Medium
1 min/LVL
Close
Unlimited
1 round/LVL
1 min/LVL
40
24 hr
Long
10 min/LVL
Special
Close
1 min/LVL
1 day/LVL
Medium
1 round/LVL
30
1 min/LVL
Pathfinder LITE
Geas, Lesser
Fire Shield
Ice Storm
Resilient Sphere
Shout
Wall of Fire
Wall of Ice
Hallucinatory Terrain
Illusory Wall
Invisibility, Greater
Phantasmal Killer
Rainbow Pattern
Shadow Conjuration
Animate Dead
Bestow Curse
Contagion
Enervation
Fear
Beast Shape II
Elemental Body I
Enlarge Person, Mass
Mnemonic Enhancer
Reduce Person, Mass
Stone Shape
Close
1 day/LVL
Personal
1 round/LVL
Long
1 round/LVL
Close
1 min/LVL
30
Instant
Medium
Concentration
+1 round/LVL
Medium
1 min/LVL
Long
2 hr/LVL
Close
Instant
Touch
1 min/LVL
Medium
Instant
Concentration
+1 round/LVL
Medium
Special
Special
Touch
Instant
Touch
Instant
Touch
Close
Instant
Instant
30
1 round/LVL
Personal
1 min/LVL
Personal
Close
Personal
1 min/LVL
1 min/LVL
Instant
Close
1 min/LVL
Touch
Instant
RANGE
DURATION
Close
Instant
-70-
Dismissal
Mage's Private
Sanctum
Cloudkill
Mage's Faithful Hound
Major Creation
Planar Binding, Lesser
Secret Chest
Summon Monster V
Teleport
Wall of Stone
Contact Other Plane
Prying Eyes
Telepathic Bond
Dominate Person
Feeblemind
Hold Monster
Mind Fog
Symbol of Sleep
Cone of Cold
Interposing Hand
Sending
Wall of Force
Dream
False Vision
Mirage Arcana
Nightmare
Persistent Image
Seeming
Shadow Evocation
-71-
Close
Instant
Close
24 hr
Medium
1 min/LVL
Close
Special
Close
Special
Close
Instant
Special
60 days
Close
1 round/LVL
Touch
Instant
Medium
Instant
Personal
1 mile
Concentration
1 hr/LVL
Close
10 min/LVL
Close
Medium
Medium
1 day/LVL
Instant
1 round/LVL
Medium
Special
Special
60
Medium
Special
Instant
1 round/LVL
Special
Close
1 round/LVL
Unlimited
Special
Touch
1 hr/LVL
Long
2 hr/LVL
Unlimited
Instant
Long
1 min/LVL
Close
12 hr
Special
Special
Pathfinder LITE
Blight
Magic Jar
Symbol of Pain
Waves of Fatigue
Animal Growth
Baleful Polymorph
Beast Shape III
Elemental Body II
Fabricate
Overland Flight
Passwall
Plant Shape I
Polymorph
Telekinesis
Transmute Mud to
Rock
Transmute Rock to
Mud
Permanency
real.
Withers one plant or deals 1d6/level damage to plant
creature.
Enables possession of another creature.
Triggered rune wracks creatures with pain.
Several targets become fatigued in cone-shaped
burst.
One animal doubles in size.
Turns subject into harmless animal.
You take the form of a Diminutive or Huge animal, or
Small or Medium magical beast.
Turns you into a Medium elemental.
Transforms raw materials into finished items up to 10
cu. ft./level.
You fly at a speed of 40 ft. and can hustle over long
distances.
Creates passage through wood or stone wall. 5-ft.by-8-ft. opening, 10 ft. deep plus 5 ft. deep per three
additional levels.
Turns you into a Small or Medium plant.
Gives one willing subject into an animal, humanoid or
elemental.
Moves object, attacks creature, or hurls object or
creature.
Touch
Instant
Medium
Special
1 hr/LVL
Special
30
Instant
Medium
Close
1 min/LVL
Instant
Personal
1 min/LVL
Personal
1 min/LVL
Close
Instant
Personal
1 hr/LVL
Touch
1 hr/LVL
Personal
1 min/LVL
Touch
1 min/LVL
Long
Special
Medium
Instant
Medium
Instant
Special
Instant
RANGE
DURATION
10
10 min/LVL
Medium
Instant
10
1 round/LVL
Special
2 hr/LVL
10 /LVL
1 round/LVL
Medium
1 round/LVL
Close
Close
Instant
1 round/LVL
Medium
Instant
Close
1 round/LVL
Personal
Touch
Special
1 min/LVL
-72-
Geas/Quest
Heroism, Greater
Suggestion, Mass
Symbol of Persuasion
Chain Lightning
Contingency
Forceful Hand
Freezing Sphere
Mislead
Permanent Image
Programmed Image
Shadow Walk
Veil
Circle of Death
Create Undead
Eyebite
Symbol of Fear
Undeath to Death
Bear's Endurance, Mass
Beast Shape IV
Bull's Strength, Mass
Cat's Grace, Mass
Control Water
Disintegrate
Eagle's Splendor, Mass
Elemental Body III
Flesh to Stone
Form of the Dragon I
Fox's Cunning, Mass
Mage's Lucubration
Move Earth
Owl's Wisdom, Mass
Plant Shape II
Stone to Flesh
-73-
Close
1 day/LVL
Touch
10 min/LVL
Close
Special
1 hr/LVL
Special
Long
Instant
Personal
Medium
Long
Close
1 day/LVL
1 round/LVL
Special
Special
Long
Instant
Long
Special
Touch
1 hr/LVL
Long
Concentration
+1 hr/LVL
Medium
Instant
Close
Instant
Close
Special
1 round/LVL
Special
Medium
Instant
Close
1 min/LVL
Personal
1 min/LVL
Close
Close
1 min/LVL
1 min/LVL
Long
10 min/LVL
Medium
Close
Personal
Medium
Personal
Close
Personal
Instant
1 min/LVL
1 min/LVL
Instant
1 min/LVL
1 min/LVL
Instant
Long
Instant
Close
Personal
1 min/LVL
1 min/LVL
Medium
Instant
Pathfinder LITE
Transformation
up to 10 ft. long
You gain combat bonuses.
Personal
1 round/LVL
RANGE
Close
DURATION
Instant
Touch
1 day/LVL
Personal
Special
Special
Special
Close
2 hr/LVL
Touch
Special
Touch
Instant
Close
Touch
1 round/LVL
Instant
Touch
Instant
Personal
1 min/LVL
Special
Personal
Medium
Medium
Close
Special
Long
Close
1 min/LVL
Special
1 round/LVL
Instant
Special
Special
5 rounds or
less
1 round/LVL
Medium
Close
60
1 round/LVL
1 round/LVL
Instant
Touch
1 min/LVL
Medium
Special
1 round/LVL
Special
Instant
-74-
Control Undead
Finger of Death
Symbol of Weakness
Waves of Exhaustion
Control Weather
Elemental Body IV
Ethereal Jaunt
Form of the Dragon II
Giant Form I
Plant Shape III
Polymorph, Greater
Reverse Gravity
Statue
Limited Wish
Close
1 min/LVL
Close
Special
60
Instant
Special
Instant
2 mile
4d12 hr
Personal
Personal
Personal
Personal
Personal
Touch
1
1
1
1
1
1
Medium
1 round/LVL
Touch
Special
1 hr/LVL
Special
min/LVL
round/LVL
min/LVL
min/LVL
min/LVL
min/LVL
RANGE
DURATION
Medium
1 day/LVL
Close
24 hr
Close
10 min/LVL
Touch
10 min/LVL
Medium
1 round/LVL
Close
Special
Close
Instant
Close
Close
Unlimited
1 round/LVL
Instant
Instant
Personal
1 hour/LVL
1 mile
1 hr/LVL
Close
2 hr/LVL
Close
Special
Close
1 day/LVL
Special
Special
1d4+1
rounds
Touch
Pathfinder LITE
Close
Special
Special
Special
Close
2 hr/LVL
Medium
1 round/LVL
Medium
Instant
30
Instant
Long
Instant
Close
1 min/LVL
Close
Concentration
+2 rounds
Close
24 hr
Special
Special
0
Close
Instant
Instant
Long
Instant
Special
Personal
Personal
Personal
Special
1 min/LVL
1 min/LVL
1 min/LVL
Close
Special
Touch
Instant
RANGE
Close
Touch
DURATION
Instant
Instant
10
10 min/LVL
Medium
Touch
Close
Special
Instant
1 round/LVL
10 min/LVL
Touch
Close
Medium
Close
10 min/LVL
1 day/LVL
1 round/LVL
Instant
Medium
1 round/LVL
-76-
Meteor Swarm
Shades
Weird
Astral Projection
Energy Drain
Soul Bind
Wail of the Banshee
Etherealness
Shapechange
Long
Instant
Special
Special
Medium
Instant
Touch
Special
Close
Close
Instant
Instant
Close
Instant
Touch
1 min/LVL
Personal
10 min/LVL
Time Stop
Personal
Wish
Special
-77-
1d4+1
rounds
Special
Pathfinder LITE
Examples
EASY: Spot a specific person in a crowded room who's not concealing themselves.
10
AVERAGE: Hear someone moving nearby who's not trying to move silently.
15
TOUGH: Set a trap or sabotage a device; like rigging a wagon wheel to fall off when used.
20
25
30
HEROIC: Bullrush through a reinforced door that's braced on the other side.
40
NEARLY IMPOSSIBLE: Track a squad of orcs across hard ground after 24 hours of rainfall.
A slope too steep to walk up, or a knotted rope with a wall to brace against.
A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell.
10
A surface with ledges to hold on to and stand on, such as a very rough wall or a ships rigging.
15
Any surface with adequate handholds and footholds (natural or artificial), such as a very rough
natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your
hands.
20
An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon
or ruins.
25
A rough surface, such as a natural rock wall or a brick wall. An overhang or ceiling with handholds
but no footholds.
DC
5 feet
1 foot
10
10 feet
2 feet
15
15 feet
12
3 feet
20
20 feet
16
4 feet
25
25 feet
20
5 feet
Pathfinder LITE
-78-
30
30 feet
24
6 feet
28
7 feet
32
8 feet
Falling: Here are some guidelines for when a character fails that climb or check or gets bull rushed over
a ledge!
DMG = 1d6 per 10 (20d6 max)
Other Hazards: Icy spikes, jagged rocks, thorny vines, outcroppings, etc..
+1 DMG per 10 fallen (max. +10)
Reflex save for half DMG
Save DC = depth fallen (in feet)
Extreme Weather: The weather can be a great tool to persuade characters movement or keep them
corralled with out being too heavy handed. Usually characters that are properly equipped or sheltered do
not take damage from foul weather. However extreme weather conditions can be hazardous or even fatal
if ignored.
Types: heat, cold, hail, sand storm, tornado, typhoon, earthquake, etc.
DMG = 1d6 per 10 minutes.
Other Hazards: Lighting & thunder, large hail, extreme winds, etc. Add DMG dice as
needed based on the ferocity of the weather.
Fortitude save for half DMG
Save DC = time (in minutes) spent in the weather.
Swimming & Drowning: This could involve water, quick sand, lava, or any other liquids and
suspensions.
Swimming DCs
Calm & shallow = DC 10
Fast moving & deep = DC 15
Dangerous cascades, rocks, or other treacherous hazards DC 20
Swimming Check:
Failing a swim check forces the character to start holding their breath, begin sinking, and
must succeed in another swim check in order to reach the surface to breath again.
Success means a character can swim at half their walking speed that round.
Hold Breath: Rounds = STR STAT + STR Modifier
Drowning: After a character has ran out of breath they begin to drown. First round they fall
unconscious (0 HP), second round they are dying (0 STR), and third round they have drown
(dead).
Disease: Diseases have various symptoms and are spread through a number of ways. Several typical
diseases, types, and how they are spread are summarized below.
A disease stat block contains the following: Name: Type, DC, incubation time, damage.
-79-
Specific Diseases:
Cackle Fever: Inhaled, DC 16, 1 day, 1d6 MIND.
Filth Fever: Injury, DC 12, 1d3 days, 1d3 DEX and 1d3 STR.
Mindfire: Inhaled, DC 12, 1 day, 1d4 MIND.
Red Ache: Injury, DC 15, 1d3 days, 1d6 STR.
Shakes: Contact, DC 13, 1 day, 1d8 DEX
Poison: Characters can possibly take damage from a weapon that has been poisoned, be attacked by a
creature whose natural attacks feature poison, consume poison hidden in food or drink, or be poisoned in
some other way. Several typical poisons are summarized below.
A poison stat block contains the following: Name: Type, DC, damage, price.
Type lists the poisons method of delivery (contact, ingested, inhaled, or injury).
Damage / Effect is expressed as xdx/xdx and a descriptive effect name. The first number is
the initial damage, taken immediately upon failing the Fortitude save against the poison. The
second number is the secondary damage, taken one minute after exposure to the poison if a
second save is failed.
Price lists the cost for one dose of the poison. It can usually only be obtained through less-thanreputable sources, as the possession of poisons are commonly illegal.
Delivery Method:
Contact (inhale, engulf, spit, etc)
Injury (bite, sting, slash, pierce, inject, etc)
Ingested / Digested (ate, drank, forced ingestion, etc)
Effects:
Damage: Additional damage subtracted from HP.
Ability Drain: Damage subtracted from the stat listed. This effect is temporary unless
marked with an asterisk *.
Unconsciousness: Some poisons actually render the victim unconscious.
Poison by Creature Size: Here are some general guidelines for poison by the size of a
creature. Most of the time poison stats are provided already so in those cases you may use
what is provided. Use these as needed.
Tiny: Injury, DC 10, -1 STR/-1 STR, 50 gp.
Small: Injury, DC 12, -1d2 STR/- 1d2 STR, 85 gp.
Medium: Injury, DC 14, -1d4 STR/- 1d4 STR, 125 gp.
Large: Injury, DC 16, -1d6 STR/-1d6 STR, 200 gp.
Huge: Injury, DC 18, -1d8 STR/-1d8 STR, 400 gp.
Specific Poisons:
Arsenic: Ingested, DC 13, -1 STR/-1d8 STR, 120 gp.
Blue Whinnis: Injury, DC 14, -1 STR/ unconsciousness 1d3 hours, 120 gp.
Burnt Othur Fumes: Inhaled, DC 18, -1 STR*/-3d6 STR, 2,100 gp.
Deathblade: Injury, DC 20, -1d6 STR/-2d6 STR, 1,800 gp.
Insanity Mist: Inhaled, DC 15, -1d4 MIND/-2d6 MIND,1,500 gp.
Nitharit: Contact, DC 13, 0/-3d6 STR, 650 gp.
Oil of Taggit: Ingested, DC 15, 0/unconsciousness 1d3 hours, 90 gp.
Malys Root Paste: Contact, DC 16, -1 DEX/-2d4 DEX, 500 gp.
Sassone Leaf Residue: Contact, DC 16, -2d12 hp/-1d8 STR, 300 gp.
Sleep Poison: Injury, DC 13, unconsciousness 1d3 hours /unconsciousness for 2d4 hours, 75
gp.
Wyvern: Injury, DC 17, -2d6 STR/-2d6 STR, 3,000 gp.
Traps: Whether inside a dungeon or a noblemans manor, adventurers can often be hurt, or even killed,
without ever encountering a monster of any kind. Many dungeons are filled with debilitating or lethal
traps set to keep wayward hands off of fantastic treasures. Several typical traps of varying Encounter
Levels are summarized below.
A trap stat block includes the following: Name, attack & damage, Save DC, Search DC, Disable DC
Pathfinder LITE
-80-
Sample Traps:
EL1 Traps
Basic Arrow Trap: Atk +10 (1d6, arrow); Search know+MIND DC 20, Disable sub+DEX DC
20.
Camouflaged Pit Trap: 10 ft. deep (1d6, fall); Save DC 15 to avoid; Search DC 24, Disable
DC 20.
Poison Dart Trap: Atk +8 (1d4 plus poison, dart); Search DC 20, Disable DC 18.
EL2 Traps
Burning Hands Trap: spell effect (1d4, fire); Save DC 11 for damage; Search DC 26,
Disable DC 26.
Large Net Trap: Atk +5 (); Save DC 14 to avoid; Search DC 20, Disable DC 25.
Pit Trap: 40 ft. deep (4d6, fall); Save DC 20 to avoid; Search DC 20, Disable DC 20.
EL3 Traps
Fire Trap: spell effect (1d4+3, fire); Save DC 13 for damage; Search DC 27, Disable DC 27.
Pit Trap: 60 ft. deep (6d6, fall); Save DC 20 to avoid; Search DC 20, Disable DC 20.
Poisoned Arrow Trap: Atk +12 (1d8 plus poison, arrow); Search DC 19, Disable DC 15.
EL4 Traps
Lightning Bolt Trap: spell effect (5d6, electricity); Save DC 14 for damage; Search DC 28,
Disable DC 28.
Spiked Pit Trap: 60 ft. deep (6d6, fall), Atk +10 (1d4 each, 1d4 spikes); Save DC 20 to avoid;
Search DC 20, Disable DC 20.
Wall Scythe Trap: Atk +20 (2d4+8, scythe); Search DC 21, Disable DC 18.
EL5 Traps
Falling Block Trap: Atk +15 (6d6, slam); Search DC 25, Disable DC 17.
Fireball Trap: spell effect (1d4+7, fire); Save DC 16 for damage; Search DC 29, Disable DC
29.
Poisoned Wall Spikes: Atk +16 (1d8+4 plus poison, spikes); Search DC 17, Disable DC 21.
EL6 Traps
Compacting Room Trap: walls move together (12d6 crush); Search DC 20, Disable DC 22.
Lightning Bolt Trap: spell effect (10d6, electricity); Save DC 14 for damage; Search DC 28,
Disable DC 28.
Spiked Pit Trap: 100 ft. deep (10d6, fall), Atk +10 (1d4+5 each, 1d4 spikes); Save DC 20 to
avoid; Search DC 20, Disable DC 20.
EL7 Traps
Black Tentacles Trap: spell effect (tentacles) Atk +7 (1d6+4 each, 1d4+7 tentacles); Search
DC 29, Disable DC 29.
Chain Lightning Trap: spell effect (11d6 to nearest target +5d6 each to up to 11 secondary
targets, electricity); Save DC 19 for damage; Search DC 31, Disable DC 31.
Well-camouflaged Pit Trap: 70 ft. deep (7d6, fall); Save DC 25 to avoid; Search DC 27,
Disable DC 18.
EL8 Traps
Destruction Trap: spell effect (death); Save DC 20 (phys+STR) for 10d6 damage; Search DC
32, Disable DC 32.
Power Word Stun Trap: spell effect (stun 2d4 rounds); Search DC 32, Disable DC 32.
Well-camouflaged Pit Trap: 100 ft. deep (10d6, fall); Save DC 20 to avoid; Search DC 27,
Disable DC 18.
EL9 Traps
Dropping Ceiling: ceiling moves down (12d6, crush); Search DC 20, Disable DC 16.
Incendiary Cloud Trap: spell effect (4d6/round for 15 rounds, fire); Save DC 22 for
damage; Search DC 33, Disable DC 33.
-81-
Pathfinder LITE
Wide-mouthed Spiked Pit with Poisoned Spikes: 70 ft. deep (7d6, fall), Atk +10 (1d4+5
plus poison each, 1d4 spikes); Save DC 20 to avoid; Search DC 20, Disable DC 20.
EL10 Traps
Crushing Room: walls move together (16d6, crush); Search DC 22, Disable DC 20.
Crushing Wall Trap: Atk automatic (18d6, crush); Search DC 20, Disable DC 25.
Energy Drain Trap: Atk +8 (2d4 negative levels for 24 hours); Save DC 23 to avoid; Search
DC 34, Disable DC 34.
Equipment
Typical Equipment: Standard items that may be purchased at almost any location where goods and
services can be bought or traded. This is not a complete list of everything but rather a quick reference for
your typical items.
Ranged Weapons
Weapons:
Crossbow, hand
100gp 1d4
30 ft.
1d10
120 ft.
Name
Cost
Damage Range
Crossbow, heavy 50gp
Unarmed Strike
1d3
Crossbow, light
35gp
1d8
80 ft.
Light Weapons
Dart
5sp
1d4
20 ft.
Axe, throwing
8gp
1d6
10 ft.
Javelin
1gp
1d6
30 ft.
Dagger
2gp
1d4
10 ft.
Longbow
75gp
1d8
100 ft.
Hammer, light
1gp
1d6
20 ft.
Net
20gp
10 ft.
Handaxe
6gp
1d4
Shortbow
30gp
1d6
60 ft.
Mace, light
5gp
1d6
Sling
1d4
50 ft.
Pick, light
4gp
1d4
Sap
1gp
1d6
Name
Cost
AC Bonus
Light Armor
Sword, short
10gp
1d6
Padded
2gp
+1
One-Handed Weapons
Leather
10gp
+2
Battleaxe
10gp
1d8
Studded Leather
25gp
+3
Club
1d6
10 ft.
Chain Shirt
100gp
+4
Flail
8gp
1d8
Medium Armor
Longsword
15gp
1d8
Hide
15gp
+3
Maceheavy
12gp
1d8
Scale Mail
50gp
+4
Morningstar
8gp
1d8
Chainmail
150gp
+5
Pickheavy
8gp
1d6
Breastplate
200gp
+5
Rapier
20gp
1d6
Heavy Armor
Scimitar
15gp
1d6
Splint Mail
200gp
+6
Shortspear
1gp
1d6
20 ft.
Banded Mail
250gp
+6
Sword, bastard
35gp
1d10
Half-plate
600gp
+7
Trident
15gp
1d8
10 ft.
Full Plate
1,500gp +8
Waraxedwarven
30gp
1d10
Shields
Warhammer
12gp
1d8
Buckler
15gp
+1
Whip
1gp
1d3
Shield, tower
30gp
+4
Glaive
8gp
1d8
Greataxe
20gp
1d10
Adventurers Gear:
Greatclub
5gp
1d8
Name
Cost
Greatsword
50gp
2d6
Acid (flask)
10gp
Guisarme
9gp
2d4
Antitoxin (vial)
50gp
Halberd
10gp
1d10
Artisans Tools
5gp
Lance
10gp
1d8
Backpack (empty)
2gp
Longspear
5gp
1d8
Barrel (empty)
2gp
Quarterstaff
1d6
Basket (empty)
4sp
Scythe
18gp
2d4
Bedroll
1sp
Spear
2gp
1d8
20 ft.
Pathfinder LITE
-82-
Bell
Blanket, winter
Block and Tackle
Bottle, wine, glass (empty)
Bucket (empty)
Caltrops, 2lb bag
Candle
Canvas (sq. yd.)
Case, map or scroll
Chain (10 ft.)
Chalk, 1 piece
Chest (empty)
Craftsmans Tools
Crowbar
Disguise Kit
Firewood (per day)
Fishhook
Fishing net (25 sq.ft.)
Flask (empty)
Flint and Steel
Grappling Hook
Hammer
Healers Kit
Holy Symbol, wooden
Holy Symbol, silver
Holy Water (flask)
Hourglass
Ink (1 oz. Vial)
Inkpen
Jug, clay
Ladder, 10 ft.
Lamp, common
Lantern, bullseye
Lantern, hooded
Lock, simple
Lock, average
Lock, good
Magnifying Glass
Manacles
Mirror, small steel
Mug/Tankard, clay
Musical Instrument
Oil, pint flask
Paper (sheet)
Parchment (sheet)
Pick, miners
Pitcher, clay
Piton
Pole, 10 ft.
Pot, iron
Pouch, belt (empty)
Ram, portable
Rations, trail (per day)
Rope, hempen (50 ft.)
Rope, silk (50 ft.)
Sack (empty)
-83-
1gp
5sp
5gp
2gp
5sp
1gp
1cp
1sp
1gp
30gp
1cp
2gp
5gp
2gp
50gp
1cp
1sp
4gp
3cp
1gp
1gp
5sp
50gp
1gp
25gp
25gp
25gp
8gp
1sp
3cp
5cp
1sp
12gp
7gp
20gp
40gp
80gp
100gp
15gp
10gp
2cp
5gp
1sp
4sp
2sp
3gp
2cp
1sp
2sp
5sp
1gp
10gp
5sp
1gp
10gp
1sp
Sealing Wax
Sewing Needle
Signal Whistle
Signet Ring
Sledge
Soap (per lb.)
Spade or Shovel
Spell Component Pouch
Spellbook, wizards (blank)
Spyglass
Tent
Thieves Tools
Torch
Vial, ink or potion
Waterskin
Whetstone
Mounts & Related Gear:
Name
Barding, medium creature
armor price
Barding, large creature
armor price
Bit and Bridle
Dog, guard
Dog, war
Donkey or Mule
Feed (per day)
Horse, heavy
Horse, light
Pony
Saddle, military
Saddle, pack
Saddle, riding
Saddlebags
Stabling (per day)
Warhorse, heavy
Warhorse, light
Warpony
Clothing:
Name
Artisans Outfit
Clerics Vestments
Cold Weather Outfit
Courtiers Outfit
Entertainers Outfit
Explorers Outfit
Monks Outfit
Nobles Outfit
Peasants Outfit
Royal Outfit
Scholars Outfit
Travelers Outfit
1gp
5sp
8sp
5gp
1gp
5sp
2gp
5gp
15gp
1,000gp
10gp
30gp
1cp
1gp
1gp
2cp
Cost
x2
x4
2gp
25gp
75gp
8gp
5cp
200gp
75gp
30gp
20gp
5gp
10gp
4gp
5sp
400gp
150gp
100gp
Cost
1gp
5gp
8gp
30gp
3gp
10gp
5gp
75gp
1sp
200gp
5gp
1gp
Pathfinder LITE
Fast Packs: They are 50gp each. Simply pick one you need. For a random one roll 1d6 and pick the
pack based on the number range. Finally add the following based on your Class:
Barbarian: Manacles & 85gp
Bard: Ink vial, inkpen, paper x10, map case & 95gp
Cleric: Silver Holy symbol & 75gp
Druid: Healers kit & 50gp
Fighter: Chain (10) & 70gp
Monk: Silk rope & 90gp
Paladin: Vial of holy water, silver holy symbol & 50gp
Ranger: Fishing pole, fishing hook, silk rope, & 88gp
Rogue: Thieves tools & 70gp
Sorcerer: Spell component pouch x2, signet ring, & 85gp
Wizard: Spell component pouch x2, spellbook, & 75gp
Fast Packs
Pack A (1-2)
Backpack
Bedroll
Belt Pouch
Tent
Oil Flasks x10
Flint & Steel
Shovel
Caltrops x2 bags
Signal Whistle
Waterskin x2
Rations x10
Craftsmans Tools
Flask x3
Lantern, hooded
Pack B (3-4)
Backpack
Bedroll
Belt Pouch
Tent
Torches x10
Oil Flasks x4
Chalk Pieces x10
10 Pole
Mirror, Steel
Waterskin x2
Rations x10
Crowbar
Candle x6
Case, scroll
Pack C (5-6)
Backpack
Bedroll
Belt Pouch
Tent
Torches x10
Oil Flasks x5
Flint & Steel
Rope, hemp 50`
Grappling Hook
Waterskin x2
Rations x10
Soap
Bag, medium
Bottle, glass
Plugin: Standard Adventurers Gear: A rugged, utilitarian, leather backpack built for to be used on
adventurers of all kinds. It is equipped with many pockets, loops, pouches, and all manner of devices to
stow away, secure, or even hide the gear one may need on a grand adventure. Within are not only your
personal effects but also these general tools that no good adventurer would be caught dead without!
Rations x6 (1 days food each)
Water Skin x1 (1 days water)
Flint & Steel x1
Sewing Kit x1
Tindertwigs x12
Sunrod x2
Chalk Pieces x8
Steel Mirror x1
Bottle of Oil x1
Whetstone x2
Fishing Kit x1
Messkit x1
Change of clothes x1
Bedroll x1
Sack x1
Pouch x3
Rules of Thumb
Acronyms: Common acronyms or short hand that every DM should know.
Pathfinder LITE
-84-
Movement: Do not get bogged down with complex mechanics of movement; the world does not operate
in 1 grid squares. The numbers below are guidelines and suggestions that should be adjusted as needed.
You really only need to worry about these specific numbers during encounters where it truly matters how
far someone can move on a turn.
Scale
One real world inch equals five in-game feet (Scale: 1=5)
General Base Movement
Walk = 15 per turn (3)
Run = 30 per turn (6)
Sprint / Charge = 60 per turn (12)
Movement Modifiers
Hampered Movement: A character may only move at half speed or cover half the normal
distance.
Examples: Encumbered, slowed, difficult terrain, climbing, or anything that slows
movement.
Accelerated Movement: A character may move further than general base movements.
Examples: Spell effects, falling, teleporting, or anything that speeds movement.
Size: Generally speaking; smaller creatures move slower than larger creatures.
Threatened vs. Unthreatened: Generally speaking; characters that are unthreatened are free to
declare actions at will and most outcomes are predictable thus no dice rolling is necessary. However
threatened characters have a higher risk associated to their actions; so time and movement need to play
out with some amount of order.
Unthreatened: When a character is not threatened by anything, under any sort of constraint, or
a time limit.
Rolls: Assume the character takes enough time to complete the action correctly; rolling is
unnecessary. All you need to do is describe the result or consequences of their actions and
continue with the story. Sometimes a player will declare an action that is completely
outrageous or impossible and you simply can not assume the character can take the time to
achieve this order. In such a case you may wish to simply inform the player their character
can not and does not succeed. Another way is to write down a DC that is impossible to
achieve, ask the player to roll, and inform them that their character failed then proceed with
the game.
Movement: The character takes enough time to move as desired. Usually movement rate
isnt important.
Time: The flow of time is less important and not necessary to track in detail; things happen
when they need to and time progresses as needed.
-85-
Pathfinder LITE
Take 10 or Take 20: With regards to being Unthreatened weve outlined characters are very free take
the time necessary to do as they please. Often times players may want to use this freedom to take a 10
or take a 20 on a skill check even on actions in an unthreatening scenario that still require a check. This
assumes they spend a significant amount of time attempting their declared action and assumes they fail
several times before finally getting a 10 or 20.
Searching an area is a great example. The DM knows there is an item in an area that requires a certain
Search check DC to discover. The players characters are under no threat of opposition and time is not
overly important; say they could take all night to search the area but by daybreak they will be discovered
by enemies! That being said you may not want to just let them discover this item because its hidden
really well; only a very thorough search by a perceptive person would actually turn it up. A player may
declare they wish to take a 20 and searches the area. What this means instead of rolling 1d20 they
simply get a 20. Then they add bonuses to that 20, subtract any penalties to that total, and thats their
roll. The DM would then check that calculated number against the Search DC of the item to see if they
actually find it.
Then why would anyone take a 10 when they could just take a 20? Keep in mind time does elapse when
characters are doing things. Taking a 20 to search means they are spending a significant amount of time
to perform this action; often they are repeating it many times. Also, and this is quite important, taking a
10 or 20 assumes the character fails many times. Its just like if the player had rolled the dice enough
times to come up with a 10 or 20. they would have rolled many lower numbers before they finally got
that 10 or 20. Referring back to the Search example; they have all night to search but taking a 20
consumes a lot of time; perhaps given the large area it would take all night! However if they took a 10
instead of a 20 it would only take half the night leaving them time to search as well as leave the area
before they are discovered.
Lets try a different example: climbing. The characters are under no acute threat; there are no opponents
and they have all day to scale a tall wall. However you wouldnt want to take a 20 because that would
assume they made several failed attempts. Failed attempts in climbing a tall wall would result in damage
or even death! Keep this in mind for any hazardous, yet unthreatening, scenario where players may try to
take a 10 or 20.
When In Doubt: A player declares an action you are unprepared for! What do you do?! How do you
resolve this with out stopping game-play? This can happen often but here are some things to help you
through.
Set a DC and Roll: Figure out a DC and ask the player to roll 1d20 plus whatever modifiers
make sense.
How To Makeup a DC: Think of what Skill and Stat modifiers you will have the player apply
to the d20 roll and add those up; then write down a number below the highest possible result.
Example: Player declares an action that you are not prepared for. You decide it would be best
to roll 1d20+Comm+MND. The characters Comm is +5 and MND is +3 so the highest possible
result is 28. You write down a DC of 24 so its difficult but achievable. Now you ask the player
to roll 1d20+Comm+MND.
How To Determine the Difficulty: It depends on what modifiers are involved but here are
some guidelines. Add up only the modifiers the player will be applying; any DC equal to or
below that number is an automatic success since they dont even have to roll to achieve it.
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Now calculate the highest possible result by adding up all modifiers and add that to 20; any DC
higher than that is impossible to achieve. Youve now figured out your minimum and
maximum. A DC set in the middle of your Min and Max would be relatively moderate in
difficulty. Setting a DC between the middle and the minimum would be an easy DC and
conversely a DC between the middle and the maximum would be hard to achieve.
The 50/50 Chance: You can always roll 1d2 for an outcome. Now youre thinking how do I
roll 1d2?! Flip a coin and tell the player to call Heads or Tails. If the coin lands showing the side
called then great success!
The % Chance: You can also use a d% for a 50% chance or even things like a 25% chance.
Example: You figure the character has about a 25% chance of success. Have the player roll their
d% dice; anything 25% and below is a success and anything above 25% is a failure.
A DMs Right to Privacy: There are many things you will need to keep from the players; after all who
wants to hear a story if they already know all of the secrets and the likely outcome? This isnt unfair
because you are not trying to win or beat the players. Most DMs have a screen or something to shield
the prying eyes of the other players. This is where you keep things like important clues, information they
havent discovered yet, a map showing everything, numbers like DCs, and other information that would
otherwise give away the story. Even your dice rolls can be made in private; although this you may wish
to discuss with your players. They do have a legitimate point to ask that you make all of your dice rolls
out in the open just as they should; this keeps everyone honest. Have a conversation with them about
dice rolls and ask if they wish you to roll in the open, just as they do, or if it does not bother them that
you roll in secret. Either way you still have the modifiers and DCs behind your screen so just because
they see a dice roll doesnt mean they know the outcome. Again your goal isnt to beat them; I think
youll find it is much more fun for everyone when they believe you are on their side and trying to help
them rather than purposefully lead them astray or kill their characters.
Hints & Foreshadowing: Its easy to forget that you know everything about the story. Players may
easily become bewildered, confused, or not sure what to do. Some things may seem blatantly obvious to
you but they cannot see for many reasons. At times you will need to give very specific, and even blatant,
clues about situations so they can make decisions that lead them in the right direction so the game may
progress without frustration.
Actions: These are explained in the Players Compendium but heres a bit more guidance on the matter.
Basically there are Free Actions, Standard Actions, and Move Actions. Players may sometimes want to
exchange their Standard Action for another Move Action which you can certainly allow. However you
shouldnt let them exchange a Move Action for two Standard Actions in one round because Standard
Actions are too powerful. This would allow them to cast two spells or make an extra full attack.
Attacks of Opportunity: An interesting strategic scenario to use once youre ready to add a little more
complexity to the battle field. When a character breaks away from melee combat without defensively
withdrawing then all adjacent opponents may make an Attack of Opportunity (AoO) against that
character. Now this works both ways; Player Characters and Non-Player Characters are treated the same
way here. For example three Player Characters are engaged in melee combat with a troll. The troll
quickly realizes the situation is dire, panics, throws caution to the wind, and attempts to flee. All three
Player Characters get to make an Attack of Opportunity against that troll. You may think Why would
anyone do that?! There are a couple of reasons. One would be that, for this example, the troll panicked
and disregarded caution at his own peril. Another more strategic reason is that you would have to spend
a Standard Action to withdraw from combat defensively and only move 5 feet out of combat. Perhaps
someone may want to risk the AoO in an effort to take a Standard Action and attempt to make an escape
instead of only moving 5 feet because their enemy will simply close that 5 foot gap and still attack them
the next round.
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ADVERSARIAL FOLIO
Contained here are common monsters and other adversaries along with guidelines on how to advance
them in level, skill, and effectiveness. The reason terms like adversary and opponent are used instead
of monster is because monster is a specific kind of adversary while there are many types of opponents
characters may encounter such as wild animals, monstrous insects, human adversaries, dark elf villains,
dwarven henchmen, halfing thieves, as well as traditional monsters.
Opponent Attributes
Hit Dice: A type of dice and number of them are assigned to an opponent which are used in many ways
to define other attributes. Typical dice types are d8, d10, and d12. To make a tougher opponent just add
more Hit Dice. Alternatively, add class levels to intelligent adversaries. Start with the base Hit Die and
add levels of Fighter, Rogue, Mage or Cleric as needed.
Level: The level of a creature is equal to the number of Hit Dice assigned to it.
Ability Scores (Stats): The actual ability score isnt all that important; only the modifier. Add stat
modifiers to suit the opponent as logic dictates. Your typical modifiers are -4,-3,-2,-1,0,+1,+2,+3,+4.
For example a really dumb opponent may have MIND -3 where as a really strong opponent may have STR
+4. These arent always given for a creature and may need to be calculated as needed if skill checks or
other situations require the use of an ability score modifier.
Skills: Skill Rank for all skills is equal to their number of Hit Dice. If the creature is intelligent, add +3 to
one skill. This is intentionally kept open -- if you need a sneaky bugbear, assign the +3 bonus to
Subterfuge. You may also apply class levels which may inherently grant bonuses to skill ranks.
Armor Class: AC is calculated the same as players: 10+DEX Modifier+Armor bonus. Use the guidance
provided under Ability Scores to determine a DEX modifier. Sometimes its clear what the armor bonus is;
for example a goblin wearing a chain shirt. Other times its not so clear and you may end up adding an
armor bonus as needed.
Other Resources
Often times you will find opponents, adversaries, creatures, and monsters in resources outside of this
document. Things like books, adventures, and other published products. As long as the content you are
viewing is compatible with the OGL and SRD then you will have no problem simply using those opponents
as written; no conversions necessary! Often times the creature is clearly documented and you can simply
use the numbers presented. At a minimum though you need to know the Hit Dice; so you may even use
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older creatures from non-OGL sources as long as you know their HD.
Common Opponents
Format: Name: HD (HP), AC, Attack+modifier (Damage), Special Attack+modifer (Damage), Special
Abilities
Animal:
Dire Animal:
Dire Bear: HD 12d8+51 (105 hp), AC 17, Claw +19 (2d4+10) and bite +13 (2d8+5)
Dire Rat: HD 1d8+1 (5 hp), AC 15, Bite +4 (1d4 plus disease)
Dire Wolf: HD 6d8+18 (45 hp), AC 14, Bite +11 (1d8+10)
Vermin:
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Monstrous Scorpion (tiny): HD 1d4+2 (4 hp), AC 14, Claw+2 (1d24) or sting 3 (1d24+poison
(Fort DC10 sickened 1round))
Monstrous Scorpion (small): HD 1d8+2 (6 hp), AC 14, Claw+1 (1d31) or sting 4 (1d3
1+poison(Fort DC13 -1STR))
Monstrous Scorpion (large): HD 5d8+10 (32 hp), AC 16, Claw+6 (1d6+4) or sting +1
(1d6+2+poison(Fort DC17 1d2 STR))
Monstrous Scorpion (huge): HD 10d8+30 (75 hp), AC 20, Claw+11 (1d8+6) or sting +6
(2d4+3+poison(Fort DC20 1d4 STR))
Monstrous Spider (small): HD 1d8 (4 hp), AC 14, Bite +4 (1d42+poison (Fort DC14 1d2 STR))
Monstrous Spider (medium): HD 1d8 (4 hp), AC 14, Bite +4 (1d42+poison (Fort DC14 1d2
STR))
Monstrous Spider (large): HD 4d8+4 (22 hp), AC 14, Bite +4 (1d8+3+poison (Fort DC17 1d3
CON))
Monstrous Spider (huge): HD 8d8+16 (52 hp), AC 16, Bite +9 (2d6+6+poison (Fort DC18 1d4
STR 1d4 DEX))
Swarm, Spider (swarm): HD 2d8 (9 hp), AC 17, swarm(1d6), poison(Fort DC11 1d2 STR), swarm
traits,
Swarm, Rat (swarm): HD 3d8+3 (16 hp), AC 14, swarm+2(1d6), 'filth fever' (Fort DC12 1d3 STR
1d3 DEX), swarm traits
Swarm, Locust (swarm): HD 6d8-6 (21 hp), AC 18, swarm+2(2d6), distract (Fort DC12 Can only
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Swarm Mechanics: Swarms are dense masses of Fine, Diminutive, or Tiny creatures that would not
be particularly dangerous in small groups, but can be terrible foes when gathered in sufficient
numbers. For game purposes a swarm is defined as a single creature with a space of 10 feet with a
single pool of HP, initiative, saves, AC, etc. Unlike other creatures with a 10-foot space, a swarm is
shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large
enough to contain one of its component creatures.
Combat: In order to attack, a single swarm moves into opponents spaces, which provokes
an attack of opportunity. It can occupy the same space as a creature of any size but remains a
creature with a 10-foot space. Swarms never make attacks of opportunity, but they can
provoke attacks of opportunity.
Vulnerabilities: Swarms are extremely difficult to fight with physical attacks. However, they
have a few special vulnerabilities, as follows: A lit torch swung as an improvised weapon deals
1d3 points of fire damage per hit. A weapon with a special ability such as flaming or frost
deals its full energy damage with each hit, even if the weapons normal damage cant affect
the swarm. A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to
all creatures in squares adjacent to where it breaks. They are vulnerable to strong or gusts of
wind be they magical or natural.
Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not
subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from
slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune
to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though
damage taken until that point does not degrade its ability to attack or resist attack. Swarms
are never staggered or reduced to a dying state by damage. Also, they cannot be tripped,
grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including
single-target spells such as disintegrate), with the exception of mind-affecting effects (charms,
compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score
and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects
that affect an area, such as splash weapons and many evocation spells.
Monsters:
Cockatrice: HD 5d10 (27 hp), AC 14, Bite +9 (1d4-2 plus petrification, DC 12 phys+STR to negate)
Earth Elemental (large): HD 8d8+32 (68 hp), AC 18, Slam +12 (2d8+7)
Gelatinous Cube: HD 4d10+32 (54 hp), AC 3, Slam +1 (1d6 +1d6 acid) plus engulf (paralysis +
1d6 acid/round, DC 13 phys+DEX to negate)
Ghoul: HD 2d12 (13 hp), AC 14, Bite +2 (1d6+1 plus paralysis) or claws +0 (1d3 plus paralysis)
Hellhound: HD 4d8+4 (22 hp), AC 16, Bite +5 (1d8+1 plus 1d6 fire)
Hill Giant: HD 12d8+48 (102 hp), AC 20, Greatclub +16 (2d8+10) or rock +8 (2d6+7)
Lizardfolk: HD 2d8+2 (11 hp), AC 15, Claw +2 (1d4+1) or club +2 (1d6+1) or javelin +1 (1d6+1)
Humanoids:
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Wealth by Level
These are suggested amounts of wealth, represented in gold pieces, for a character based on their level.
This is a rough estimate not optimized to any given campaign, setting, and especially to the specific game
you play. Adjust these amounts higher for more high-power games and adjust them lower for more lowpower games.
Level
Wealth (GP)
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
150
900
2,700
5,400
9,000
13,000
19,000
27,000
36,000
49,000
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Wealth
(GP)
66,000
88,000
110,000
150,000
200,000
260,000
340,000
440,000
580,000
760,000
Population
20-80
81-400
401-900
901-2,000
2,001-5,000
5,001-12,000
12,001-25,000
25,000100,000
100,001+
GP Limit
40
100
200
800
3,000
15,000
40,000
100,000
Assets
50
500
5,000
50,000
500,000
Unlimited
Unlimited
Unlimited
600,000
Unlimited
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Synopsis
Players partake in adventures based in the world of Golarion. An adventure will span however many game
sessions are needed for players to triumph or fail. Players will roll characters at the first game session of
a new adventure. They may also choose characters from the Pathfinder Society as long as the character's
level is within the level range of the adventure.
The lack of a persistent campaign is actually liberating. If a player cannot make it to a particular session
they will not miss out on a larger campaign and when they do attend a different game session it is easy to
get them up to speed no matter how many sessions they may have missed. This keeps the playing field
level and fair over a long span of time despite player attendance. Adventures will also not be limited by a
campaign's region, continent, or bound by its previous adventure. Each adventure will be a whole new
experience which will take players to the far reaches of the Golarion such as the continent of Avistan,
Garund, Azlant, Arcadia, Sarusan, and Tian Xia. Characters, however, will be persistent and kept in a
character pool known as the Pathfinder Society.
Pathfinder Society
Summary:
Pathfinders follow a loose code that governs their actions: Explore, Report, and Cooperate.
On Golarion the Pathfinder Society is an organization of explorers, vagabonds, sages, and treasure
hunters determined to plumb the depths of the darkest tombs, and collect relics and lore from bygone
ages. They travel the world braving traps, monsters, assassins, dangerous natives, and worse, all in order
to preserve the secrets of the past and to advance understanding of Golarion's many cultures. Some
Pathfinders are dedicated explorers who risk life and limb in the pursuit of ancient lore, or lost historical
relics. Just as many Pathfinders are little more than feckless mercenaries, glory hound adventurers, and
gold hungry tomb raiders. Regardless of their intentions, every member shares one common dream: to
contribute to the Pathfinder Chronicles, printed editions of secret lore coveted by the Society wherein only
the most impressive finds and bravest exploits of the Pathfinders are immortalized.
Pathfinders are a diverse bunch of scoundrels and wanderers. Their loyalties lie on all shores of the Inner
Sea, and beyond their adventures as Pathfinders, they often find themselves mixed up in the murky
politics of Absalom and the five nations who seek to control the 'City at the Center of the World' from
behind the scenes. The Society is based in the Grand Lodge in the sprawling city of Absalom, where five
factions engage in a shadow war for control of the city's politics and economy. The outcome of
adventures, your actions, and your deeds affect events on a global scale turning the tide of secret wars
between some of Golarion's most powerful nations.
Pathfinders have their own personal motives such as seeking fortune and glory all over the face of
Golarion. At the same time they may also be a member of a different faction who calls upon the character
to serve their own motivations and agendas. Some are members of a faction by choice while others may
find themselves wrapped up in their secret agendas by mere associations or consequences
Pathfinder Edict:
Characters in the Pathfinder Society belong to no individual player. Any player may play any
character as needed despite who originally created the character or who has played a character the
most. This ensures continuity of game-play that does not stop because a player may be absent.
Only characters engaged in the same, current, adventure may trade items with members of the
party. This is to prevent characters of higher levels giving overpowered items freely to lower level
characters thus throwing off the balance of power between characters of the same level vs. the
encounters they will face together.
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Parties are formed from characters in the same tier of levels. Level Tiers are dictated by a given
adventure.
Cooperation is key to success; thus an important aspect of Pathfinder Society. Characters need
not always be friends or allies but when they are engaged in an adventure it is expected that the
party cooperates in order to achieve goals outlined by the Pathfinder Society.
Pathfinders gain a new level after three adventures.
Wayfinders are issued to those accepted into the Pathfinder Society and after completing at least
one adventure as a Pathfinder of decisions and actions.
Command Structure:
1. Decemvirate: A secret body of ten masked individuals who pass messages along to the captains in
subtle and silent ways. Little is known about the Decemvirate, not even their ultimate goals for the
collection of the endless data the Society receives.
2. Venture Captains: The day to day running of the Pathfinder Society is managed by the venturecaptains. These are usually older or accomplished Pathfinders, or long-time allies of the
organization, who have settled down, and claimed a Pathfinder lodge for themselves. They direct
Pathfinders in the field towards new and interesting locales, and receive the regular reports that
will eventually become part of the Chronicles.
3. Pathfinders: Loosely affiliated adventurers, who are not required to interact. However, they are
forbidden direct conflict against each other, but this doesn't stop the more unscrupulous from
leading rival parties into dangerous situations and dead ends. Most are taught to recognize the
signs indicating a lodge and issued a Wayfinder, which is a type of magical compass. Other than
that they are largely free to be and do what they please. This allows for a very diverse
membership, with a Chelaxian devil-binder and a Garundi rogue easily finding themselves sharing a
night in the same lodge in the far north of Avistan.
Game Session
We will try to have a game session about once every 3 to 4 weeks. Invitations will be sent out via email 1
to 2 weeks ahead of time. Please try to respond back if you will, or will not, be attending as this helps with
preparation.
A game session is comprised of Encounters that are part of an Adventure. Adventures are essentially a
compilation of Encounters that follow some sort of plot or story. Within Encounters are Challenges.
Challenges are things like opponents and tasks. Often to overcome Challenges the players must
accomplish Objectives such as killing opponents or completing a task. Session < Adventures < Encounters
< Challenges < Objectives
Rewards
Experience:
We do not track experience. Characters gain a level after three adventures.
Treasure:
Who gets what loot is largely up to the players. If it's not written down it doesn't exist so be sure you are
recording things accurately on your character sheet.
Faction Prestige:
There are several factions in Golarian and your notoriety with them can be tracked by how much prestige
you have earned for a given faction. Prestige is awarded if a character accomplishes things requested of
them by a faction but a characters prestige may also fall if they do things opposed to a faction.
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Notes
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